Method
So that anything on this site can be checked, challenged, or reproduced.
Two, and pages say which they used:
The package only carries about a quarter of the game's assets; the rest download on first launch. Anything version-sensitive is taken from the newer build.
The game is Unity IL2CPP, but the gameplay logic is not compiled into the binary — it ships as
HybridCLR hot-update assemblies, ordinary .NET DLLs stored as text assets. Decompiling those gives readable
C#. All combat maths on this site comes from one file, BattleFormulaHandler.cs (4,349 lines),
inside Console.dll.
Balance data lives in config bundles that are obfuscated with a single-byte XOR (0x40).
Undoing that yields 3,249 plain CSV tables — level curves, monster stats, drop rules, the reward ladders.
Column headers are English; a second header row carries the designers' own Chinese comments, which is often
the clearest statement of what a column means.
Item and stat names are not translated here. The game's English localisation is a binary keyed by a 64-bit hash of each string's key, so names are looked up exactly as the game would:
key = "item_{id}_name"
hash = XXHash64(key, seed = 0)
value = lookup(hash)
This matters. Hand-translating the Chinese config names produces wrong results — what reads literally as "Star Wish" is Stellatie in game, and the currency that looks like "Goddess Card" is an Auroral Badge.
No account data, no server interaction, no modification of the game, and no tooling for cheating. This is a read-only reference built from files a normal install already has.
Corrections welcome. If a number here disagrees with what you see in game, the number here is probably from a different build — or simply wrong. Both are worth reporting.