🐾PurrwikimaniaSword x Staff, datamined

Skills

Every skill, at every rank

A skill carries a quality and a level inside it — the game writes them together as Divine +3. There are 34 steps from Rare +0 to Immortal +10. Pick a class, then step any skill one rank at a time and watch the numbers move.

Set every skill to
Skill level
Character rank

A skill's own level indexes a growth curve; your character rank picks which curve. Flat figures move with both — coefficients move with rank alone.

Rank and level are two different things. skill_rank lists 34 ranks grouped into six qualities, and its RankAddition column is the number the game prints after the quality name. Rare spans 2 ranks, Epic 3, Legendary 4, Mythic 6, Divine 8 and Immortal 11 — so Divine +7 is a real step above Divine +0, not a relabelling.

Where the numbers come from. The game's own BattleFormulaHandler.CalcSkillProps. It reads a base from the growth curve that entity_prop_group_level picks for your character rank, indexed by the skill's own level; scales it per-property by the rank table; then by the skill's own factors; and for Charms once more by a rank factor. The columns in entity_prop_skill are factors on that curve, not amounts.

Which tables count. LevelPropParser reads one baked binary, and level_prop_files is the game's own list of what goes into it — merging anything else gives wrong numbers, because a prop missing from the rank table passes through unscaled rather than being multiplied. Rows follow prop_cfg: SkillPanelShowOrder for order, and a prop marked SkillHide is folded into its percent partner, which is why damage reads as one 204.4% + 494,887 line. Values truncate at each step the way the game's (long) casts do.

Checked against a live client. Three cards at skill level 127, character rank Expert II: Rapid Cast at Immortal +1 → 25,444 (game: 25.4K). Divine Wrath at Divine +6 → CD 2 and 204.4% + 494,887 (game: 204.4%+494K). Frost Guard at Divine +1 → 31.2% + 34,916 and 2.7% + 75,542 (game: 31.2%+34.9K, 2.7%+75.5K). Eight figures, eight matches.

Two kinds, as the game splits them: 166 Techniques and 162 Charms. Descriptions are the client's own text, colour markup intact, and every highlighted keyword carries the game's explanation on hover — all 393 resolve, including the units named by summon skills.

322 of 328 skills have per-rank values. For the rest the config's scaling chain produces nothing at all — their effect is described in words rather than a scaled number — and those cards say so.