How we verify our data
Almanauts is a fact-checked game wiki. Every number is meant to be the value the game itself uses, for the version shown on the page, and nothing is copied from another wiki. Data pages say Verified for the game version they were checked for.
- Checked on every update. New data has to pass automatic checks before it is published, and a failed check stops it.
- Tested against the game. Calculators are tested against the game's own results and in-game values; each tool says how many cases it was checked on.
- Cross-checked. We compare our numbers with published references and find out why before publishing when they disagree.
- Re-checked every patch. When a game updates, its data is checked again and the patch notes pages list every number that changed.
- Uncertain values are flagged as inferred or not counted, never presented as fact.
While a game's data is waiting for a check (right after a patch, for example), its pages say Data forinstead. Spotted a wrong number? Tell us (hello@almanauts.com) with the page link and what you see in game, and we'll fix it; corrections are listed on the corrections page. Rights holders can ask us to change or remove anything through the rights page.
Accuracy checks
Every tool shows, next to its build stamp, how many cases its results were checked on. The number comes from our test suites, never from a hand-typed figure: each test that compares our numbers with the game records how many values it compared, and only once all of them matched. There are three kinds of check:
- The game's own results: we compare our results with the game's on thousands of inputs (odds rolls, craft hits, drop picks, fit scores), or with values the game computed and stored in a save.
- The game's own values: numbers as they are in the game, compared with ours.
- Published references: a wiki table or a hand-worked example we agree with exactly.
A tool whose rules are partly reconstructed says inferred, not yet checked in game, and one with no check yet says so. In total, 197,851 cases across the site, last run 2026-10-20.
| Tool | Game | Checked |
|---|---|---|
| Breeding | Mewgenics | Checked against the game on 1,308 cases |
| Events | Mewgenics | Checked against the game on 16 cases |
| Crafting | Hytale | Checked against the game on 8 cases |
| Farm | Hytale | Checked against the game on 6 cases |
| Ores | Hytale | Checked against the game on 9 cases |
| Benches | Hytale | Checked against the game on 6 cases |
| Memories | Hytale | Checked against the game on 2 cases |
| Star odds | Graveyard Keeper 2 | Checked against the game on 2,508 cases |
| Crafting | Graveyard Keeper 2 | Inferred, not yet checked in game |
| Tech | Graveyard Keeper 2 | Inferred, not yet checked in game |
| Card odds | Slay the Spire 2 | Checked against the game on 72,424 cases |
| Run odds | Slay the Spire 2 | Checked against the game on 5,000 cases |
| Catch odds | How to Fish | Checked against the game on 4,245 cases |
| Planner | Dressmaker | Checked against the game on 11,202 cases |
| Map | Hollow Knight: Silksong | Checked against the game on 61 cases |
| Enemies | Hollow Knight: Silksong | Checked against the game and published references on 33,127 cases |
| Map | Castlevania: Belmont's Curse | Checked against the game on 58 cases |
| Checklist | Castlevania: Belmont's Curse | Checked against the game on 7 cases |
| Drops | Castlevania: Belmont's Curse | Checked against the game on 4 cases |
| Scaling | Sekiro: Shadows Die Twice | Checked against the game and published references on 12 cases |
| Drops | Sekiro: Shadows Die Twice | Checked against the game on 1 case |
| Breeding | Voidling Bound | Checked against the game on 4 cases |
| Assembly | Armored Core VI | Checked against the game on 35 cases |
| Specs | Armored Core VI | Checked against the game on 35 cases |
| Perks | Dead by Daylight | Checked against published references on 20 cases |
| Bloodweb | Dead by Daylight | Inferred, not yet checked in game |
| Breeding | Palworld | Inferred, not yet checked in game |
| Boon odds | Hades | Checked against the game and published references on 23 cases |
| Duo planner | Hades | Not yet checked against the game |
| Boon odds | Hades II | Checked against the game on 97 cases |
| Skill planner | Enshrouded | Checked against the game on 5 cases |
| Crafting calculator | Enshrouded | Checked against the game on 2,256 cases |
| Crafting | Ara Fell | Checked against the game on 6 cases |
| Weapon durability | Look Outside | Checked against the game on 6,000 cases |
| Crafting | Look Outside | Checked against the game on 33 cases |
| Map | Look Outside | Not yet checked against the game |
| Time study planner | Antimatter Dimensions | Checked against the game on 25,796 cases |
| Prestige calculator | Antimatter Dimensions | Not yet checked against the game |
| Seed map | SCP - Containment Breach | Checked against the game on 32,447 cases |
| Scp 294 | SCP - Containment Breach | Checked against the game on 133 cases |
| Production calculator | Star Trek: Outposts Unknown | Not yet checked against the game |
| Tech planner | Star Trek: Outposts Unknown | Not yet checked against the game |
| Duo planner | Hades II | Checked against the game on 4 cases |
| Arcana | Hades II | Checked against the game on 10 cases |
| Habitat planner | Planet Zoo 2 | Checked against the game on 16 cases |
| Species comparison | Planet Zoo 2 | Checked against the game on 12 cases |
| Map | Baldur's Gate 3 | Checked against the game on 4 cases |
| Trader stock | Baldur's Gate 3 | Checked against the game on 1 case |
| Build planner | Baldur's Gate 3 | Inferred, not yet checked in game |
| Production | Transport Fever 3 | Checked against the game on 4 cases |
| Line profit | Transport Fever 3 | Checked against the game on 334 cases |
| Best vehicles | Transport Fever 3 | Checked against the game on 307 cases |
| Junction | Final Fantasy VIII | Checked against published references on 130 cases |
| Magic | Final Fantasy VIII | Checked against published references on 91 cases |
| Attributes | Clair Obscur: Expedition 33 | Checked against the game on 5 cases |
| Damage | Clair Obscur: Expedition 33 | Not yet checked against the game |
| Picto finder | Clair Obscur: Expedition 33 | Checked against the game on 3 cases |
| Enemies | Clair Obscur: Expedition 33 | Inferred, not yet checked in game |
| Weapons | Clair Obscur: Expedition 33 | Not yet checked against the game |
| Ar calculator | Elden Ring | Checked against published references on 6 cases |
| Best weapons | Elden Ring | Checked against published references on 6 cases |
| Kill speed | Elden Ring | Checked against published references on 10 cases |
| Farm | Elden Ring | Not yet checked against the game |
| Build planner | Elden Ring | Not yet checked against the game |
| Armor optimizer | Elden Ring | Not yet checked against the game |
| Status | Elden Ring | Not yet checked against the game |
| Rune calculator | Elden Ring | Not yet checked against the game |
| Buff stacking | Elden Ring | Not yet checked against the game |
| Upgrade materials | Elden Ring | Not yet checked against the game |
Mechanics we reconstruct
Some rules, like breeding inheritance, aren't shown anywhere in the game. When we describe those, we explain them in our own words and math and state our confidence in each.
Breeding
These rules power the breeding planner. They are for build 25143593 and we re-check them on every patch. Each rule is marked exact (the game's own values and rules),inferred (reconstructed and consistent with play, but not confirmed) orunknown.
Stats exact
A kitten never averages its parents' stats. Each of the seven stats is copied whole from one parent. Both parents start with equal weight, so every stat is a 50/50 pick.
- Each point of the room's Stimulation adds 0.01 to the weight of whichever parent has the higher value for that stat. At Stimulation 50, the better parent's value is picked 60% of the time; it never reaches 100%.
- Negative Stimulation favors the worse parent the same way.
- The chance of taking a parent's value is that parent's weight divided by the sum of both weights.
- The game also supports favor mom, favor dad and favor best furniture effects (0.25, 0.25 and 0.1 per point), but no furniture currently has them.
Abilities and passives exact
- First ability: 20% plus 2.5% per point of Stimulation, so it's certain from Stimulation 32.
- Second ability: 2% plus 0.5% per point of Stimulation.
- Passive: 5% plus 1% per point of Stimulation.
Which parent the ability or passive comes from is inferred: a weighted pick like stats, where favor class effects push it toward a parent that has a class ability or passive.
Disorders and birth defects exact
- Each parent's disorder passes on with a 15% chance. Stimulation doesn't change this.
- A new birth-defect disorder appears with 2% plus 40% of however much the parents' kinship exceeds 0.2. It is not rolled if the kitten already inherited two disorders.
- When kinship is 0.05 or more, a body part becomes a birth-defect mutation with a chance of 1.5 × kinship. Above a kinship of 0.9, two parts are affected; that part count is inferred.
Kinship exact
Relatedness is the standard coefficient of kinship over the family tree: the chance that a gene picked at random from each parent is the same inherited copy. Siblings and parent-child pairs are 0.25, half-siblings 0.125 and first cousins 0.0625. Inbred lines push it higher.
Litters exact
Every cat has a hidden fertility value between 1.0 and 1.25: the lower of two random rolls, so about 1.08 on average. A kitten is conceived with a chance equal to the two cats' fertility multiplied together, so with any two cats the first kitten is certain. The amount above 1 is the chance of a twin, at most 56% for two cats at 1.25. Same-sex pairs never conceive unless one of the cats is neutral. We checked the fertility range against three players' saves.
Who breeds with whom exact
Each night, cats in the same room meet and decide whether to breed. How keen one cat is on another is 0.15 × the other cat's Charisma × its own libido × an orientation factor × a lover factor:
- Orientation depends on the cat's hidden sexuality, from 0 (straight) to 1 (gay). Interest in the opposite sex falls as sexuality rises and interest in the same sex grows, smoothly along a quarter circle. A neutral cat on either side removes the factor.
- Lovers: a cat with a lover is more interested in that lover (1 + how attached it is) and less in everyone else (1 − that attachment).
- Both cats roll, one after the other, and both must agree. Each roll succeeds with that keenness × √(1 + 0.1 × Comfort), so a comfortable room makes breeding more likely and a room at −10 Comfort or lower stops it.
- A room with a Breed Suppression item, such as the Idol of Chastity, doesn't breed at all.
Charisma here is the cat's total, including bonuses. A loaded save gives us level-ups and injuries but not equipment or mutation bonuses, so the planner's Charisma, and the "agree" chance, can be slightly off for geared cats. Which cats meet each night isn't modelled: the planner shows how likely a pair is to breed if they meet.
Rooms and furniture exact
- A room's stats are the sum of its furniture's effects. The breeding rules read the same Stimulation number the game shows for the room.
- Comfort drops by 1 for each cat over 4 in the room.
- A rare piece of furniture has double Comfort, Appeal, Health, Stimulation and Evolution. Its other effects, like food storage, are unchanged.
- The game supports furniture that favors a parent, raises ability odds or prevents birth defects, but no furniture in the current build has any of those effects. That's why the planner only asks for Stimulation and Comfort.
Reading your save
The planner reads your save file in the browser: it is never uploaded. We decode the parts the planner needs (cats, the family tree, the house and its furniture). We checked the decoding against three players' saves: the inbreeding we compute matches the value the game stored for every one of 2,135 kittens, and kittens' stats and body parts come from their parents as the rules predict.
Found a mistake?
Tell us on Discord or by email with the page link and the value you see in game, and we'll check it.
Hytale
For Hytale, every item's values are resolved through its templates the way the game does it, with names in the seven official translations. Each page shows the game version its data is for.
Inherited fields
Many items are variants of a template: they start from the template's values and override some of them. Two fields are never inherited, which some guides get wrong: an item's recipe and its quality. A variant without its own recipe can't be crafted, even if its template can. Attack and interaction lists combine entry by entry, so a variant can change one attack and keep the rest.
Drop chances exact
Drop chances are calculated exactly from the drop tables, not estimated from kills. A drop table is a tree of four kinds of entries:
- Single: drops one item. The amount is uniform between the minimum and maximum, so 1–3 means one, two or three with equal odds.
- Multiple: every entry inside rolls on its own, with a chance of its weight divided by 100 (a weight of 100 always drops). The group can repeat; the repeat count is a random point between its minimum and maximum rounded to the nearest whole number, which makes the two end values half as likely as the ones between. For 1–3 repeats that's 25% one, 50% two and 25% three.
- Choice: picks exactly one entry per roll, with odds proportional to the weights. The number of rolls is uniform between its minimum and maximum.
- Linked table: rolls another drop table. A table only fires once per kill or break, even if it's linked twice. None of the tables in the current version links the same table twice, so every chance on the site is exact.
For each item we show the chance of getting at least one per kill or break, and the average amount. The average adds up all the ways the item can drop, so it can exceed 1 even when the chance is below 100%.
Crafting calculator
The calculator uses each item's own recipe when it has one, otherwise another recipe that produces it, like a furnace. It adds up shared ingredients before rounding to whole crafts, never uses salvaging or unfinished recipes, and treats "any item of a family" inputs and loops as raw materials.
Graveyard Keeper 2
For Graveyard Keeper 2, numbers are the game's balance values, with names in the official translations. Each page shows the build its data is for.
Star quality exact
A star craft has a length in ticks and a mastery requirement in one of the mastery colours. Every hit of the worker moves it forward:
- At or above the requirement, every tick succeeds. A hit does one tick, two at double the requirement and three at triple (never more), so high mastery mostly makes a craft faster.
- Below the requirement, a hit does one tick, and it succeeds with a chance close to your mastery divided by the requirement. The game rolls a whole number from 1 to 99, so the exact chance is the share of those numbers at or under 100 × mastery ÷ requirement. A failed tick still counts towards finishing.
- Head start: every ingredient above one star adds a tick that's already a success (a two-star ingredient one, a three-star ingredient two), and some perks linked to the craft add more. Others make the craft longer, which gives more chances to succeed.
- Zombies always count as meeting the requirement, so a zombie's result never varies.
The result depends only on the number of successful ticks: enough for the craft's bronze, silver or gold level gives one, two or three stars. Each tick is independent, so we add up every possible number of successes exactly (no sampling) and check the formula against a hit-by-hit simulation of the same rules.
Perk-dependent amounts inferred
Many recipes give a different amount, or take a different time, depending on a perk: the data stores these as small formulas like "four, plus two with the cooking perk". We read each perk in a formula as one when you have it and zero when you don't. That gives sensible amounts for every recipe, but we haven't confirmed it in game yet, so treat amounts that depend on a perk with a little care.
Tech paths inferred
We treat a tech with more than one parent in the tree as needing all of them. The cost of reaching a tech is the sum of the red, green and blue points of the tech and every tech above it, each counted once. Thetech planner leaves out what you already have and everything it needed.
Crafting planner
The planner uses, for each item, the first craft that makes it for certain. Studies, autopsies and outputs that only drop by chance are never used, inputs that accept any item of a group stay as raw materials, and shared ingredients are added up before rounding to whole crafts.
Slay the Spire 2
For Slay the Spire 2, numbers and rules are the game's own, with names in all 14 of its languages. Each page shows the build its data is for.
Card rewards exact
A fight reward offers three cards, and each one rolls its rarity on its own. Regular fights list a 3% rare, 37% uncommon and 60% common chance; elites 10%, 40% and 50%; the shop 9%, 37% and 54%; a boss always gives rares. Ascension 7 roughly halves the rare chances.
- The rarity offset: a hidden number added to the rare chance (and carried into the uncommon one). It starts at −5%, rises by one point for every card that isn't rare (half a point at Ascension 7), stops at +40% and goes back to −5% after a rare. Boss rewards don't use it, and shop cards read it without moving it.
- Which card: once the rarity is rolled, the card is picked evenly from the character's cards of that rarity that aren't already in the reward. So a card's chance of being offered is the expected number of reward cards of its rarity divided by how many cards share that rarity. We count every card as unlocked and leave out the cards that only appear in multiplayer.
- Upgrades: from the second act on, a non-rare reward card can come already upgraded, 25% per act after the first (12.5% at Ascension 7). Rares never do.
The "run average" figures let the offset settle over a long run of rewards from one kind of fight. All of it is worked out exactly, over every way the cards can roll, not sampled.
Potions, ? rooms and the shop exact
The potion chance after a fight starts at 40%, falls 10 points when a potion drops and rises 10 when one doesn't; elites add 12.5 points to their own roll. Each "?" room checks for a fight, a treasure and a shop in that order with running chances that start at 10%, 2% and 3%; the one that comes up resets and the others grow by their starting value, and anything left over is an event. Shop prices, card removal and gold per fight are the game's base values with their random spread. When an event isn't allowed, we give the leftover to the first allowed room type inferred.
Monster moves exact
A monster's moves form a small state machine: some moves always lead to the same next one, random choices pick by weight among the moves still allowed (no repeats, limited repeats, once per fight, cooldowns). We work out the chance of each move on each of the first six turns. Some choices depend on the fight itself (position, allies, HP); for those monsters we take the first case and say so on the page inferred, and they aren't offered to search engines. Event outcomes aren't modelled yet.
Ancients and enchantments exact
Each Ancient's option lists and the way it draws its three options follow the game's own rules for that Ancient: one pick per list, a shuffle and the first few, doubled entries, coin flips and conditional extras. Where a rule isn't certain, that Ancient gets no odds rather than a guess. Which Ancient opens each act follows the run setup: Ancients not tied to an act are dealt out once per run to Act 2, Act 3 or neither, then each act picks evenly. Chances assume single player with everything unlocked. Enchantment amounts come from the relic, event or card that applies them, so a page lists the exact text at each amount; which cards fit is counted over every character and colorless card.
How to Fish
For How to Fish, the pages cover every item, bait and shop, with the game's own values.
Catch chances exact
Every bait has its own list of catches with weights. A bite picks one entry in proportion to its weight, so a catch's chance is its weight over the bait's total. Rods, islands, depth, the time of day and the weather don't change it. During a boss fight a boss bait doesn't bite, and on other baits a pick that lands on a boss gives the bait's default catch. A caught creature is drip (the shiny look) 10% of the time plus 3 points per wishbone level; it changes the look, not the price.
Value per bite uses each catch's base price, which is the price of an average-size fish: sizes are drawn around 1× with a spread of 0.15, between 0.25× and 1.75×, and price and weight follow the size. Bait lost per catch is the bait's price times its chance of being used up. An underwater explosion brings up a fixed number of picks from one shared table.
Not modelled unknown
A few creatures appear on no bait and in no explosion; they likely come from boss or event spawns we haven't traced.
Dressmaker
For Dressmaker, the pages cover every fabric, accessory, pattern and commission with the game's own values; each pattern's panel areas are measured on the mannequin.
Style tags exact
A dress's score in a tag adds up its patterns' own values, its fabrics' values weighted by how much of the dress they cover, and its accessories. The parts weigh 35% (bodice), 40% (skirt), 15% (sleeves) and 10% (collar), rescaled over the parts used, and a panel counts by its share of its part's area. Accessories of the same tag count with diminishing returns, each 85% of the one before; trims count per metre; every accessory adds 1 Elaborate. Scores round up.
Quality and rewards exact
Quality for a client is 30% grain, 20% fit and 50% seam accuracy, and 40% grain and 60% seams without one. How the sewing minigames turn into those three numbers isn't modelled, so the planner takes them as sliders. A paid commission pays its budget whether or not you meet every requirement; success gives 1 relationship and 1 prestige scaled by 6 ÷ (6 + paid commissions already done), and a miss a quarter of each. Gifts pay nothing and excel when every requirement is met.
Commission plans our suggestion
The suggested dress on each commission picks, per part, the pattern with the most of the tags the commission asks for, and the fabric that adds the most to them within its colour and fabric rules, cut for the whole dress. It's a strong start, not a proven best: mixing fabrics or adding accessories can do better, and the planner lets you try. Fabrics the game never unlocks in normal play are left out.
Armored Core VI
For Armored Core VI, numbers are the game's current regulation values (what every balance patch updates), with the game's own text in 17 languages. Every part page and the assembly planner show the regulation version they are for, so a number is never older than the last patch we tracked.
Assembly totals exact
AP is the sum of the four frame parts; total weight and EN load are the sums over every part. Total load is everything except the legs, checked against the legs' load limit; arms load is the two arm units, checked against the arms' limit. EN output is the generator's output times the core's Generator Output Adj. (DF-GN-02 LING-TAI's 2,340 on BD-011 MELANDER's 105% gives the 2,457 the assembly screen shows), and quick-boost EN is the booster's cost divided by the core's Booster Efficiency Adj. (BST-G2/P04's 560 ÷ 0.98 = 571). We checked these against the assembly screen's totals for preset builds, on the fields that later balance patches didn't change.
Community rules community
Attitude stability is shown as head + core + legs, the community's rule; damage cut is the sum of each frame part's cut percentage, while the garage shows defense on its own display scale.
Not modelled open
Quick boosts reload slower once the AC is heavier than the booster's QB weight. The threshold is in the data, but the curve isn't confirmed, so we show how far over you are rather than a reload time. Boost speeds under weight and the menu's defense numbers aren't computed either. Weapon damage per second is attack × hits × rate of fire, before reloads, overheating and range falloff.
Dead by Daylight
For Dead by Daylight, numbers are the game's own values, with its text in 15 languages. Each page shows the build its data is for.
Perk values exact
A perk's text has named placeholders, and their values for each tier sit in per-perk description tables. We fill every placeholder from those tables, for all three tiers. The game's own perk list also has a column of positional values, but that column is stale (Agitation lists 6 / 12 / 18% Haste there, while the description table and the perk itself use 14 / 16 / 18%), so we never use it. Killer power numbers are the power's tunables as stored; we convert engine centimetres to metres for distances and speeds.
Add-on values exact
Each add-on's numbers are its own: the gameplay modifiers it sets (a name and a value each), the switches it turns on, the status effects it applies with their durations, and the rows of the killer's add-on tables it uses. Values keep the game's own convention (0.12 is 12%, distances in centimetres, shown as metres). Where a number in the add-on's text comes from a stored value we mark it; where the two disagree we show both. How two add-ons that set the same modifier combine isn't stated in the game's values, so we don't add them up.
Bloodweb costs model
Node prices per rarity, ring sizes, ring rarity weights and the score caps per category are the game's own values. The planner averages each ring's node price over that level's rarity weights and multiplies by the ring's node count. When the game builds a web it also enforces minimum and maximum counts per rarity, and the Entity takes some nodes; neither is modelled, so treat the totals as an estimate.
Hades
For Hades, values resolve exactly as the game resolves them, inherited ones included. Pages list numbers, requirement lists and names in 11 languages.
Boon offer odds exact
We work through every branch of the game's offer procedure (the exchange roll, the core-boon rule, linked boons and their priority chance, the rarity rolls and prerequisites) instead of sampling it, and we checked the result against the game's own offers on the same inputs: 3,000 offers in each of eight run states for every god, all within sampling noise. Two quirks it confirmed are modelled: gods' consumables share the pool with boons, and a consumable's random gate is checked twice. Story-gated requirements count as met.
Not modelled open
Pom of Power, Chaos, hammers and shop selection work differently, which god's door appears isn't modelled, and neither is how heat changes boss stats.
Hades II
For Hades II, values resolve exactly as in the game, inherited ones included. Pages list numbers, requirement lists, costs and names in every language the game ships.
Boon, Arcana, keepsake and aspect numbers exact
Every number on a boon, hammer, keepsake, aspect or Arcana page is computed the way the game computes it: the trait processed at each rarity (rolled ranges at both ends), and for boons that level up, each Pom of Power level the way the game adds a level (the first copy's rarity multiplier kept, the new level count passed in). A card at rank 2, 3 or 4 works at Rare, Epic or Heroic strength; an aspect's ranks follow the weapon rarity order. Spot checks against values worked out by hand (Heaven Strike 80 damage at Common and 100 at level 2, Flutter Strike +100% at Rare, Silver Wheel 50, 75, 100 and 150 Magick, Hecate's 6,050 health) are part of our tests.
Boon and hammer offer odds exact
We walk every branch of the game's offer procedure for one pickup instead of sampling it: the exchange roll (10% once two runs are done), the core-boon rule (up to three core boons until you hold one of the god's, one of them always an Attack or a Special), linked boons with a priority chance, the rarity rolls (Rare, Epic, Duo, Legendary, each on its own, the last success wins), prerequisites from the game's requirement lists, and the last-resort fill. We checked it two ways against the game's own offers: in run states small enough to walk completely, the game and our model give the same outcomes with the same probabilities to 12 decimal places; in fresh states, 1,500 offers sampled from the game per state all sit within four standard errors of our exact odds. Story and progress gates (incantations made, text seen) count as met. Rarity bonuses come from the Arcana cards that carry them, at the rank you choose.
Arcana deck exact
Grasp starts at 10 and each bought level adds its increase; equipped cards cost their Grasp. The no-cost cards switch on by the game's own conditions (cards costing 1 through 5 equipped, a number of cards equipped, every or any neighbouring card active, another full row or column active), re-checked after every change until nothing changes, as the game re-checks them on each change. The Vow of Forsaking caps the Grasp you may leave with at 60%, 40%, 20% or 0% of your maximum.
Enemy health exact
Base health and armor come from each foe's data with inheritance resolved. The Vow of Grit adds its share to a foe's own health multiplier (10%, 20%, 30% by rank) and armor scales with it; elite traits that change health (more armor, larger size) multiply it. Bosses' extra phases and the Vow of Rivals' alternate fights aren't modelled yet.
Not modelled open
A damage calculator: the game's damage formula is known (bonuses of 1 or more add up, reductions multiply, critical hits triple and double-damage doubles), but a hit's base damage and the weapon changes boons and aspects apply to it aren't stated in the game's values, so a per-hit number can't be confirmed. Also not modelled: which god's boon a room offers, Selene's hexes, Chaos, NPC boon offers, the shop, and the Vow of Forsaking's bans.
Final Fantasy VIII
For Final Fantasy VIII Remastered, pages list junction values, GF ability lists, weapon numbers and each character's stat curves, with English names.
Final stats exact
Base HP, Str, Vit, Mag, Spr, Spd and Luck come from each character's four curve numbers, with the game's integer maths; Squall's results match the Final Fantasy Wiki's level table at every level we checked. A junctioned stack adds its value × count to HP, or value × count ÷ 100 to the other stats, rounded down; the ×100 values of nine spells match two published tables.
Weapon, stat-up items and stat abilities inferred
The weapon's Str bonus and stat-up items add to the base before the stat abilities (Str+60% and the like) multiply the total, then HP stops at 9,999 and the rest at 255. This follows the documented formulas; we have not yet confirmed it in the game.
Junction optimiser exact
The optimiser solves the assignment exactly: each spell goes in at most one slot, each priority is as high as it can be before the next is considered, and among equal results it uses the weaker stacks. Tests compare it with a brute-force search.
Not confirmed yet open
How the menu scales Evade and Hit is not confirmed in the game, so the optimiser shows only their junction part. Elem-Def and ST-Def are shown as the sum of value × count ÷ 100 over the slots; how the game caps values above 100% is not modelled.
Baldur's Gate 3
For Baldur's Gate 3, pages list the game's stats and treasure tables, where every container and trader is placed, and the region maps, with numbers, positions and English names.
Container odds exact
A container rolls each of its treasure tables once when it's opened. We flatten every table, resolving nested tables and item categories, into the exact chance of at least one of each item per roll and the expected count, at every character level band the table defines. A container with several tables combines them as independent rolls: the chance of at least one is 1 − the product of each table's chance of none, and the expected counts add up. Items placed in a container are always there.
Loot-odds maps exact
Positions are the game's own, and the projection comes from each region's own map metadata (its centre and size, 20 pixels per metre at full resolution, north up). Interiors and underground levels share these coordinates but not the art, so a level is drawn on a region only if it's a surface level there and at least 90% of its containers land on painted pixels of the game's map; in Act 1 every waypoint shrine does too. Each map's check is published with it.
Spells, classes, feats and consumables exact
Spells come from the game's spell entries: level, school, costs, range, area, save or attack roll, and the damage its own tooltip lists. Each higher spell slot has its own entry in the game with its own dice, so upcast damage is the game's, not assumed; cantrips grow by the game's level tables. Who gets a spell comes from the class, subclass and race progression tables, feat choices, equipment boosts and scrolls. Class pages are those progression tables level by level, with spell slots and class resources as running totals. Feat and item effects are the game's boost functions put into words; a function we have no wording for is shown as the game writes it. Consumable effects come from what using the item does in its template: the condition it applies and for how long, or the spell it casts.
Averages are the dice's means (a d6 averages 3.5). For spell attacks, the chance to hit uses the 5e rule the game follows: d20 + proficiency + spellcasting modifier against the target's AC, a natural 1 misses and a natural 20 is a critical hit that doubles the dice.
Conditions exact
Condition pages are the game's status entries: what a condition does is its boosts and passives put into words, plus what happens when it is applied, at the start or end of each turn, and when it ends. How long it lasts is set by whatever applies it, so each source shows its own turns. What ends it early (a saving throw each turn, taking damage, standing up) comes from the status's own remove rules. Sources are every spell, item, feature and other condition whose effects apply it, traced through the hidden helper statuses and passives in between; an effect that only lights objects is left out. Statuses the game never shows on a character are not listed. Damage per turn is the dice's mean.
Build planner partly inferred
The planner reads each class's and subclass's progression rows (a class taken after your first uses its multiclass row for level 1), each playable race's progression, the feats, and the raw boost functions of every passive they or your equipment grant: Ability, AC, ACOverrideFormula, IncreaseMaxHP, ArmorAbilityModifierCapOverride, RollBonus, CharacterWeaponDamage, DamageBonus, SpellSaveDC and the rest it can evaluate. A boost guarded by a condition it can check (wearing armour, holding a shield, a two-handed melee weapon) counts when the condition holds; any other conditional boost is listed but left out. Armour's Dexterity cap is each armour's own "Ability Modifier Cap"; the multiclass spell slot table is the game's MulticlassSpellSlots progression and each class's MulticlassSpellcasterModifier; proficiency is the StandardProficiencyBonusScale level map.
Not in the game's values, so taken from the game's character creation and 5e rules it follows: the 27-point buy (8 to 15, 14 and 15 costing 2), the hit and critical rules, Prepared spells (class level + modifier; half the Paladin level), and how the caster level rounds (we add class level × modifier over all classes and round down once). Saving throws are treated as d20 + bonus against the DC with no automatic success or failure. Damage averages leave out conditions and buffs, per-attack actions, Monk Martial Arts and summons; the page lists what it can't count.
Inferred inferred
Whose level counts for a table's level gates (we use your character level), how the game picks within an item category, and that trader restocks are fresh independent rolls are our reading of the data, not confirmed in game. A few traders who only sell through dialogue may be missing.
Car Park Capital
Car Park Capital is in early access, so every page names the build its numbers are for. Pages list prices, upkeep per day, sizes, unlock levels, price sliders, production times, tile materials, scenario settings (starting money, loans, win conditions, level goals) and the game's text in 10 languages. Images are the game's own art.
Costs exact
Build costs and upkeep per day for a parking lot or a car factory are the game's prices added up. A factory stores one finished car until a car carrier collects it, and suburban residents without a car buy one at a carousel whatever the price.
Not counted
How citizens judge a price, the parking rate slider, what a car pays at the exit, who turns away, the length of a day, how upkeep and loan interest are charged over time, output per day and how level goals become levels. These rules aren't stated in the game's values, so we don't show them.
Our estimates inferred
How much asphalt a lot layout needs (you can change it).
Transport Fever 3
For Transport Fever 3, prices, running costs and emissions are the values the game computes, with names in 13 languages.
Income and production exact
Freight pays its income factor × the difficulty factor × (the straight 3D distance between stations + 8 m for every metre climbed); every freight cargo uses the same 3.8 per unit-metre. Passengers pay 3.609 × the same distance × (0.5 + the vehicle's price factor). Industries produce per their rules' cycles per year at full level; chains multiply those out.
Not modelled open
What happens when a delivery misses its time limit, the size of booster effects and station capacities.
Clair Obscur: Expedition 33
For Expedition 33, pages list the game's own values, with its text in 20 languages.
Tables exact
Attribute points, character levels, experience, New Game+ encounter levels, weapon scaling grades, Picto and Lumina costs, merchant stock and prices, chest loot shares and enemy drop chances are the game's own values.
Damage and enemy scaling exact
How the values combine follows the game's own rules: weapon attack from its level and scaling grades, a hit as Attack times the skill's multiplier, critical hits ×1.5, weaknesses ×1.5 and resistances ×0.5, the 9,999 cap, Verso's rank and Maelle's stance multipliers, and enemy stats as the archetype's row at the encounter level times the enemy's own multipliers, rounded. The encounter level is the area's level (or the encounter's own); New Game+ adds to it.
Damage calculator exact
Each skill's hits follow its battle sequence in the game; QTE prompts resolve 0.82 s of real time after they appear (the sequence's slow motion counted), and a missed QTE stops the sequence at its next exit point. A hit is ceil(Attack), then Defense as Attack² ÷ (Attack + 2 × Defense), the critical hit, the target's Skill multiplier and affinity, the attacker's and target's raw modifiers (multipliers multiplied, then × (1 + the sum of the percentage bonuses)), then the skill's multiplier with the target's final modifiers, the 9,999 limit, Shields and rounding. Every skill model is checked against the game's own sequence of hits and the hit counts in the skill descriptions. Skills whose damage depends on random targets assume every hit lands on the chosen enemy.
Not yet included inferred
The game shows no enemy numbers, so these aren't checked in play. A placed enemy can carry its own level offset, which we don't include yet, and scripted fights (most bosses) have no area, so their pages use the enemy table's own level.
Elden Ring
Elden Ring keeps nearly every balance number in one set of tables, the regulation, which every balance patch updates. Pages use those values with names from the game's own text and every enemy where it is placed. Each page shows the build its data is for.
Patch history exact
Every official regulation from 1.00 on is compared with the version before it, field by field, for the numbers players care about: weapon attack, scaling, requirements and passive effects per affinity; enemy HP, negations, stance, resistances and drop tables; spell costs and requirements; armor negations, resistances and poise; and the effects weapons, armor and talismans carry. Other tables that changed (attack motion values, projectiles, AI) are counted and named, not itemised. Where a table isn't available for an old version, that patch says "not comparable" instead of guessing. The summaries are computed from the numbers (counts and medians), not written.
Attack rating exact
Per damage type: base attack × upgrade rate, plus one bonus per scaling stat (base × scaling × the weapon's scaling curve at that stat). An affinity can replace a weapon's scaling for a stat it already scales with. Missing a requirement drops that type to 60% with no bonus; two-handing multiplies Strength by 1.5. Checked by hand (an Uchigatana +0 at 12 Strength and 15 Dexterity gives 133) and against an independent implementation at +25. The letters (S to E) use the thresholds the community documents for the menu. Soft caps are where a point of the stat starts adding clearly less than the points before it.
Bosses and enemies where you fight them exact
Each placed enemy points at its own copy of the enemy's stats, and that copy carries the area's scaling effect, which multiplies its HP. So a boss has one set of numbers per place: Malenia's arena gives 2,489 × 7.422 = 18,473 HP and the wikis' negations exactly. Places are named after the nearest Site of Grace on the same map. Boss names come from the game's own name list, matched to the community's row names. Phase-two HP, how resistance grows after each proc, new game plus and co-op scaling are not applied yet open.
Drops and Discovery exact
A drop table has up to eight weighted slots and one is drawn per kill, empty slots included. Slots marked for Discovery have their weight multiplied by Discovery ÷ 100 first (Fextralife's worked example, 8% at 140 Discovery → 10.85%, comes out the same). That many enemies also roll the tables right after their own, each on its own, is the community's readinginferred; pity counters and new game plus tables aren't applied.
Hollow Knight: Silksong
Each scene keeps its own copies of the enemies placed in it, so HP, rosaries and shell shards are listed per scene, not assumed from the journal. Names come from the game's own text in ten languages. Each page shows the build its data is for.
Map positions exact
Markers are placed the same way the in-game compass places Hornet on the map, over the game's own room map art. As a check, the benches placed this way are compared with the bench pins the developers drew on the map: 61 of them agree to a median of 0.06 map units (about 6 pixels at full zoom), the most distant 0.25. Things that only appear after a story event or during a battle are in their own layer, and markers in rooms without map art of their own are labelled approximate.
Drop odds exact
On death an enemy rolls each of its drop groups once, but only groups whose chances add up to at least 1; a group below 1 never drops from the enemy itself. Within a group one entry is picked by weight, and an entry with no weight still counts in the total, so its share goes to the heaviest entry. Rosary bundles are worth 1, 5 and 15.
Elden Ring Nightreign
Pages use the game's regulation values (as for Elden Ring) with names and descriptions from the game's own text. Text that exists only in the DLC marks The Forsaken Hollows content.
Nightfarer stats exact
The level table stores each Nightfarer's attributes at levels 1, 2, 12 and 15; levels in between follow a straight line between those, rounded down, and HP, FP and stamina come from the attribute curves (Vigor, Mind and Endurance). This matches the HP, FP and stamina the game shows at every level we compared (Wylder 1–15: 240 HP at level 1, 1,120 at level 15). Character Skills and Ultimate Arts hit with a hidden armament that gains one upgrade level per Nightfarer level; their attack power uses the Elden Ring attack formula, and each hit's motion value is its share of it.
Relic odds inferred
Each relic slot names a weight table; a slot draws one effect by weight. Effects that share a compatibility group are never on the same relic, so a later slot draws among what is left; that exclusion rule is our reading of the tables. With the DLC installed each table row's DLC weight is used (a row without one keeps its base weight). A source (the Small Jar Bazaar's Scenic Flatstone, the Collector Signboard, expedition drops, Deep relic drops) first picks colour and size by weight. Expedition drops use the table of the expedition's Nightlord, which the game picks when the expedition starts. Odds are summed exactly, not simulated.
Boss HP exact
HP is the base pool times the scaling effects the boss always carries, times the duo or trio effect, times the Deep of Night depth effect, rounded down; Gladius comes out at 11,328 solo and 33,984 in a trio, the figures players measure in game. Scaling the game adds during an expedition (day 2, some areas, the Everdark Sovereign fights' extra effect) is not included and is marked on the pages. Absorptions and resistances are the boss's own values.
Weapon attack power inferred
Weapons use Elden Ring's attack formula with their own base damage, scaling and upgrade rates and the Nightfarer's attributes; Nightreign weapons have no stat requirements. Two-handing and weapon passives are not applied.
Shifting Earth inferred
Each Nightlord has its own map rows with a normal and a Deep of Night weight. With the DLC we count all of a Nightlord's rows (base and DLC) in one draw; without it, only the base rows.
Planet Zoo 2
The pages cover animals, exhibits, shoals, the Zoopedia, barriers, scenery, plants and shop inventories, for the build shown on each page. Names and descriptions are the game's own text in each of its 17 languages.
Species needs exact
Space, temperature, plant cover, terrain, group size, food, lifespan and breeding are the species' values as the game sets them. Space is a minimum plus an amount per additional animal; we show both numbers. Money values are shown in dollars, as the game's interface does. Barrier grades are the resistance grades the game's barrier tooltips state.
Habitat planner exact
Two species share a habitat group when both carry the same cohabitation group. The temperature, plant-cover and terrain lines are the overlap of the picked species' ranges, and the barrier is the highest grade and height among them, climb-proof if any needs it. Barriers listed for a grade are those whose resistance grade is that grade or higher.
Not counted open
The game adds up the space a group needs, rates terrain and plants, and decides how often guests buy from shops while it runs, so totals for a group, welfare scores and shop income per day are not counted. Staff wages and research levels are not covered yet. A few vending machines carry a release group we can't place, and are left out.
Star Trek: Outposts Unknown
Pages list every building, recipe, stat, tech upgrade and crew table, with names and descriptions from the game's English text. Development and test entries, cheat buildings and footprint templates are left out, and so are recipes that only advance a mission.
Buildings exact
Each building's build cost, construction work, power, compute and water use or output, crew slots, shelter, storage, integrity and wear are the values of the stat collections the building starts with. Upgrade levels list their material cost, the work they take and the stat changes they apply. The outpost grade is the one the building unlock table asks for.
Production chain exact
A building runs the recipes its action preset lists. Making n of a resource takes n ÷ guaranteed output crafts, rounded up; ingredients shared by several steps are added up before rounding. A craft's extra unit has a chance that comes from crew skill and upgrade bonuses, combined in a way the game doesn't state, so it's shown but never counted. Resources no recipe makes are collected: harvested from the map, found at points of interest or delivered.
Tech tree exact
Every upgrade lists its cost, its prerequisite upgrades and its effects. Tiers open when the count of unlocked upgrades reaches the threshold in the tier's own condition, and every upgrade adds one to that count.
Not counted open
How long a craft or a construction takes in minutes: the data gives the work each one needs and the crew's base contribution, but efficiency, specialist bonuses and shift rules are applied in ways the game doesn't state. The bonus output chance, combat and event outcomes are not counted for the same reason. The tech tree's column names are set by the game's interface, so upgrades are grouped by tier only.
Ara Fell: Enhanced Edition
Pages list the Enhanced Edition's items, equipment, crafting recipes, enemies, battles, shops, gathering spots and quests, with names and descriptions as they read in the game (English). Category names (the crafts, item types and gathering node types) are the game's own. The original RPG Maker 2003 version that ships beside it is not covered. An item is listed when the game uses it: a recipe makes or needs it, a shop sells it, an enemy or a battle drops it, a gathering spot gives it, a quest asks for it, or it is a key item.
Crafting planner exact
Each recipe lists the item it makes and its components with their amounts. The recipe table has no output amount, so the planner counts one item per craft. Components with a recipe of their own are expanded into theirs (the first recipe for that item unless you pick another), and the materials left are added up. Where each material comes from is taken from the shop lists, the enemy and battle loot tables with their drop rates and amounts, and the gathering spots with their yields.
Not counted open
Enemy stats are the base values in the enemy table. The table also gives levels per difficulty and scaling settings that the game applies as you play, so the stats you meet in a fight can differ. Shop prices depend on each shop's multiplier and the game's price rules and are not shown. Enchantments, chest contents and where each gathering spot sits on the map depend on the game's events and are not covered yet.
Look Outside
Pages list the game's items, weapons, enemies and rooms with the game's own notes on each entry (fragility, safe hits, what a weapon breaks into, recipe ingredients). An entry is listed when it has a real name (not a divider or a test row) and the game uses it somewhere outside the test rooms: an event, a shop, a fight, an enemy drop, a recipe, a break or repair link, a party member's starting gear or a scripted scene. Enemies are listed when they appear in a fight the game can start.
Weapon durability exact
The odds follow the game's break check, run after every melee hit that lands with a skill that calls it: fragility × the skill's break rate (×1.5 on a critical hit) × a factor for how many hits the weapon has taken, by difficulty × (1 − Luck / 100), no roll below the difficulty's floor, and a break when a roll from 1 to 100 is at most that. We compared our results with the game's own on 6,000 random attacks (weapon, skill, difficulty, Luck, critical or not, hits so far and the roll) and they agreed on every one, down to the chance. Hits on average and the survival curve add these per-hit odds up exactly, with the share of critical hits you enter.
Crafting exact
The game's crafting event orders the two items by number, walks its recipe entries 551 to 599 and takes the first whose two ingredients match, uses up one of each and gives the recipe's amount, and passes 15 minutes. Our tool does the same on the same entries; a test checks it again on every update. Entries an earlier recipe shadows can never be made and are only noted.
Building map exact
Rooms are our drawing of each room's walkable space, with the game's own passage rule. Pins are the things in each room: the ones that give items, weapons or gear (marked when the gift sits behind a condition or on a page that needs one), shops and their goods, doors to other rooms and fights. Cheat and test events and rooms are left out.
Not counted open
Cooking at your oven, eating, the visitors at your door, and loot the game picks at random (random finds, trades) follow event logic we haven't mapped yet, so they are not shown. Damage numbers in fights are not computed here. Item amounts that come from a variable are marked as depending on play.
Antimatter Dimensions
The game's developers publish its source code under the MIT licence (IvarK/AntimatterDimensionsSourceCode). We use the version that matches the Steam build (the same changelog and credits), with the game's own number formatting in its default "Mixed scientific" notation, and list every achievement, challenge, time study, upgrade and perk with the text the game prints. Texts that change with progress are shown as the game prints them before the unlocks that change them, and are marked.
Time study planner exact
The planner follows the game's published study tree code: the import string grammar, the order the studies are bought in, the requirements of each study, the dimension path limit, Space Theorem costs and the Eternity Challenge study checks. Everything the game reads from a save is an input. We ran the game's published code and ours on 7,000 random trees and save states; the bought studies, their Time and Space Theorem totals and the export strings were identical in every case.
Prestige calculator exact
Infinity and Eternity Points use the game's gain formulas with its big-number library (break_infinity.js 2.0.0), with the multiplier taken from you. The antimatter or Infinity Points a target needs invert those formulas, and the result is checked against the gain formula so it is never one short.
Not counted open
The total Infinity and Eternity Point multipliers come from dozens of upgrades, achievements, glyphs and celestials, so the calculator asks for them instead of adding them up. Celestial Realities, Doomed and glyph alterations change the gain formulas and are not covered. Glyph effects, celestial unlocks and Reality content beyond the upgrade and perk lists aren't covered yet.
SCP - Containment Breach
The game and its text are CC BY-SA 3.0, so this section is released under the same licence, with credit to the game's developers and the SCP Foundation wiki.
Seed map exact
The seed map follows the game's own map building steps, in the order the game runs them: Blitz3D's random number generator (seeded from the text the way the game hashes it), the hallway layout, forced dead ends, corners and crossroads, rooms placed at fixed points of their zone, the weighted random fill, the overlap resolver, and every item, door, light and decal each room adds, because each one draws random numbers. Details that matter: the game evaluates every operand of an And, re-reads a For loop's upper bound on every pass, and orders a call's random arguments in a fixed way, and the CWM loading screen draws random text while the map is built. We checked the result against new games started on our test seeds (Safe and Keter): every room, door, item, floor decal, forest tile and room event matches. The generator is a port of the game's CC BY-SA 3.0 source code and is available under the same licence (source).
SCP-294 exact
The keypad lowers and trims the input, removes the "cup of" prefixes from the game's strings, and finds the first drink that lists the text as a whole name, with the game's own search. Effects follow what the game does when you drink: injuries, blood loss, blur, vomiting and death timers are whole numbers, stamina and blink effects keep their decimals.
Not counted open
Dr. Maynard's door code and the maintenance tunnel code: the game draws them without the seed, so the same seed gives a different code in every new game. Items that events, characters or SCP-914 hand out later in a run depend on what you do, not on the seed. The intro sequence adds a room after the facility is built, which shifts the room events; the seed map assumes it is off.
Enshrouded
Pages list every item, recipe, station, skill node, NPC and boss, with names and descriptions in all fifteen of the game's languages. Development entries, character-customisation pieces, store and Twitch-drop items and the Lunar New Year shop are left out.
Rules the game doesn't show as values are for version 25988414 (changelist 1269579). We wrote each rule in our own words and our own code, step for step with the game's 32-bit arithmetic and rounding, and checked ours against a separate implementation of the same steps on every weapon, armour piece and boss.
Item values exact
The numbers on item pages are the values each item lists for the game's item view (attack speed, health, comfort, food effects, perk bonuses), with the game's own format: percentages as percents, durations in milliseconds shown as seconds or minutes. Values marked as decimals with no stated scale are left out. The damage split and modifiers the data holds are shown as they are.
Weapon damage and armour matches the game
A weapon's base damage, the number the game puts on the item, is the game's base damage for the item level (10 + 10 × 0.15 × level, from the balancing table, rounded down) × the weapon's damage modifier × its speed modifier, rounded down. Items that drop at any level in a range are shown at the levels of that range. An armour piece adds, for each damage type, the base armour for its level (23 + 15 × level, from the balancing table) × its share for that type, rounded to the nearest point. Perks that add armour count on top at levels that depend on the item's upgrades, so they aren't counted.
Enemy health matches the game
The game sets an enemy's maximum health from its level and its own health factor: the expected damage of a hit at that level (the base weapon damage, 1 + crit chance × crit bonus, and a growth of (1 + level/100)⁴ and the epic weapon bonus) × the hits it should take to defeat (5 at level 0 rising to 10 at level 100) × the enemy's health factor, rounded down. Boss pages show it solo, before buffs, with the world's enemy health setting at 1×; each extra player the game counts adds the boss's per-player share. The level comes from where the enemy spawns, which isn't in the game's values, so pages list levels.
Crafting exact
Every recipe lists its station (a crafting station or a craftsman), the station upgrades it needs, its inputs, outputs and crafting time. Making n of an item takes n ÷ output count crafts, rounded up; totals add up every craft down to items that no recipe makes. Where a recipe takes any of several items, the one you pick is used; some of those members carry a scaling factor in the data, which is shown, but the amount the game asks for then isn't counted because its rounding isn't in the data. A recipe that would need its own output further up the tree is treated as gathered.
Skill tree matches the game
The tree is the game's own: node positions, links, point costs, levels and descriptions. The numbers in each description come from the node's values: percentages from fractions, and values that grow by level add the node's factor once per level, as the game's own "per level" lines say. The unlock check is the game's: a node opens when a link joins it to one of the twelve Sparks or to a node already taken, whichever way the link points (every link is marked one-way, and the game ignores that mark), a node with levels takes another until its maximum, and every level costs the node's points. You get 2 skill points a level after the first, plus extra points the world gives. Placeholders the game fills in while you play (key bindings, a few balancing values) show as [key] and [value].
Not counted open
Enemy damage: the game scales an expected hit by the enemy's level and damage modifier, and each attack then applies its own factor, which we don't include yet. Damage after armour: not traced. Enemy loot: equipment drops are drawn from shuffle bags the world keeps, so a drop's odds depend on what already dropped, and the label-to-item step isn't traced either, so no drop chances are shown. Ordinary enemies have no names in the data; the bosses with their own health bar do.
Hollow Knight
Pages list the game's new-game values, completion count and charm effects. Each scene keeps its own copies of the enemies placed in it, so HP and Geo are listed per scene. Names and descriptions come from the game's text in ten languages.
Map positions exact
Markers are placed the way the in-game compass places the Knight on the map, over the game's own room map art. As a check, the benches and grubs it places are compared with the bench and grub pins the developers drew on the map: 71 of them agree to a median of 0.13 map units (a pin is about 0.3 wide), 90% within 0.34; the worst, Dirtmouth's bench, is 0.85 off because its map art covers less of the scene than its tilemap. Rooms the map doesn't show (shops, houses) are placed at their door, as the compass does.
Charm numbers and completion exact
Charm costs are the game's new-game values (with the in-play changes for Carefree Melody and Void Heart); effects are the game's own, with its rounding (halves to even). The 112% checklist is the game's own completion count turned into a list, so its entries and weights add up to exactly what the game counts. Prices are the game's own price list, which every shop reads.
Castlevania: Belmont's Curse
Every object on the map is at its in-game position, counted from the rooms themselves rather than from players' reports.
The map exact
Ours is laid out like the game's map screen: every room is drawn as the 24 × 13 map cells the game's map is built from, in its area's own map colour, with each room's walkable space and the world map's own links between areas. It is our drawing, not the game's art. Each area sits on the world map at one fixed offset, and all 58 of the game's own save-room map icons land exactly on their rooms with it. Objects that only appear after an event are in their own layer.
Drop odds exact
Each death rolls once. Guaranteed entries always drop; of the random entries at most one drops, each with exactly its listed chance. Mana orbs only drop once you can cast a spell. Enemy names the game never shows are the developers' internal labels, cleaned up, and marked so.
Sekiro
Sekiro's numbers are in its regulation, which patches update. Each placed enemy uses its own variant row, which names the area scaling and the NG+ effect it uses.
Vitality and posture per cycle exact
A variant's base value is multiplied by its area effect and, from NG+1, by its NG+ effect and the cycle's correction, in single-precision floats and rounded down; rewards round up. This reproduces every value the game stores for NG+0, NG+1 and NG+7 (1,629 of 1,629). Values are with Kuro's Charm; charmless adds a per-enemy correction we don't show yetopen.
Drop odds exact
Each item lot an enemy drops rolls on its own; an entry's chance is its share of the lot's 1,000 points. Mibu Balloons and the Okami's Ancient Text change drops and aren't applied open.
Palworld
The pages cover Pals, items, skills, spawn areas and map positions, for the build shown on each page.
Breeding inferred
Breeding results use the game's own breeding values, checked against build 25246127: each Pal's breeding power, its tie-break priority, whether it is left out of normal breeding, and the game's special combinations (with parent genders where it sets them). Those values, and every special combination, are the game's own.
What is inferred is how the game combines them, because the game doesn't state it: two of the same species give that species; a special pair gives its child; otherwise the child's power is the parents' average rounded up (floor((A + B + 1) / 2)) and the nearest Pal hatches, leaving out Pals excluded from normal breeding and every special-combination child; when two are equally near, the higher priority wins (in this build, always the Pal with the higher power). The values back it: every Pal left out of normal breeding, except two, has a special combination that breeds it from two of its own, and no other Pal has one. The two, Panthalus and Astralym, have none at all, so we treat them as not breedable open. We cross-checked 4,576 pairs (17 parents, including ties, legendaries, variants and the gender-specific pair) against a public calculator's results for this version: all agree. Mutations, passive and IV inheritance, and the Terraria crossover monsters are not covered yet.
Voidling Bound
Pages cover species, evolutions, perks, abilities and shop upgrades with the game's own values.
Egg attributes exact
The rules are the game's own egg rules. For each attribute the game rolls 0–100: below 20 gives the lower parent's value, 80 and up the higher parent's, and otherwise a value between the two, evenly spread when the first parent is the lower one, and simply the first parent's value when it's the higher one. After the five rolls, random points are removed until the total is at most 75. The base clutch size, golden egg odds and how natures and potencies pass on are stillopen.