Browse the full database
Choose a category below, or search the entire wiki. Hero, loot, encounter, and mechanic pages link directly to the related parts of the game.
Playable heroes with base stats, lore, classes, starting kits, specializations, and rank progression.
The seven class identities, primary stats, mechanics, heroes, and rank-modifier draw sets.
Hero guild affiliations, taglines, lore, and complete rosters.
Active ability effects, timings, scaling, owners, and specializations.
Passive ability effects, scaling, owners, and specializations.
Every fixed hero specialization choice and its added class or ability links.
Items with rarity, shop price, stats, effects, quests, and reward pools.
Collectible and quest relics with effects, rarity, price, quests, and reward pools.
Enemy, event, single-battle, act-boss, and team-size relic records kept separate from collectible loot.
Rank A/S modifiers with effects, mechanics, and class draw sets.
Enemy species with challenge appearances, abilities, difficulty-scaled stats, and encounter links.
Encounter layouts with act, floor, difficulty, effective values, formations, and enemy links.
Event scenes with every available choice, requirement, outcome, reward, and route link.
Crossroad nodes and every direct or pooled path to events.
Challenge-fight layouts, modes, thresholds, rewards, and formations.
Combat and economy mechanics linked to abilities, heroes, items, relics, events, and encounters.
Stat changes with their target values and reward pools.
Weighted item, relic, hero, event, crossroads, fight, stat, and rank-modifier pools.
Start with the thing you know
Search a Hero to reach its stats, rank progression, starting ability, fixed Rank B choices, and Rank A/S modifier sets. Search an item or relic to reach its effects, price, mechanics, reward pools, and related records. Search an enemy, stage, event, or crossroads to move through encounter composition and outcomes.
The Team Builder compares heroes, the Loot Finder narrows items and relics, and the Route Planner filters enemy formations by act, floor, difficulty, and stage type.