Local Mechanics Research: Findings & Evidence
Versioned findings from local tables and executable analysis, including what is confirmed, what is conditional and what the damage calculator still needs.
Reviewed local game tables and selected native instructions from Windows build 1.1.1.0. Original-instruction tests use synthetic actors and engine services. They are not gameplay measurements; online overrides have not been observed.
What confirmed means on these pages
An authored value is present in a shipped game table. A native trace follows selected original instructions. An emulation check executes original instructions with explicit synthetic inputs and substituted engine services. A player observation is a separate firsthand gameplay report. We label these distinctions because none should silently become proof of every online gameplay outcome.
The research is tied to Windows build 1.1.1.0. Original files, hashes, instruction ranges, models, validation cases and a continuation journal are retained privately. The public evidence manifest contains reviewed claims and provenance without distributing the executable, raw game packages or decompiled bodies. Follow the evidence links on each section for the exact reviewed record.
The weapon-power model matched 290 selected native comparisons. Threat and loot work has 360 selected checks; balance inheritance has 32. Fixed-trait generation has 112. Equipment-power assignment has 75 scenarios / 91 top-level native invocations. The Health work has 25 health scenarios plus two class-mode checks. These sets have different scopes and can overlap; do not add them into a count of gameplay tests.
Evidence for this section
- A strict research calculator now reproduces the recovered stages without inventing missing build inputs
independent model compared with native CPU-emulation results. Record:
reference/local-weapon-power-evidence-1.1.1.0.json/findings/7.Reviewed record SHA-256:
e6dc83dce5131896015667bd9bfdc557abf5323849f6f22af54f570a6caa56b8 - Unique weapons can enter the conditional direct-hit model with explicit coverage
Versioned native fixed-trait dataset and packet input analysis. Record:
reference/local-item-effect-generation-evidence-1.1.1.0.json/findings/3.Reviewed record SHA-256:
ca4bb9a8be2c3f7b513351cb542f67256dcf568ebd8e37f4ef0b953c0634f406 - A damage request now reaches the native Health/Shield fields in controlled tests
Selected original-instruction execution with synthetic reflection and event services. Record:
reference/local-health-application-evidence-1.1.1.0.json/findings/0.Reviewed record SHA-256:
8d207e25e3097fb7d8a61cd5697066a763a741ec8b65351f8a3280c45344bee6
Enemy, merchant and talisman additions
Dartback's SpikesFired event is configured to apply a 3-second vulnerability effect with MultiplyAdditive 3.5 on MeleeDamageResistanceMultiplier. This establishes a timed vulnerability in the authored behavior, not a guaranteed 3.5× final hit against every state of the boss.
Local player ability records corroborate the merchant upgrade schedules already listed in the handbook. All 24 talisman progressions store 18,480 XP for the first upgrade and 73,920 for the next. Native service cost escalation remains unresolved.
The site owner directly tested that collecting all eight secret talismans opens the Mosstrosity secret door. This confirms the collection requirement, without establishing whether the items must remain in inventory afterward or how the unlock is shared in multiplayer.
Evidence for this section
- Dartback has an authored post-spike melee vulnerability
Authored local data. Record:
reference/local-mechanics-evidence-1.1.1.0.json/reviewFindings/0.Reviewed record SHA-256:
b0ab63e0606439b04fb9087a3c7f99f2e88bd3069624cc70f211205697fbc232 - Vendor costs and talisman XP independently corroborated
Authored local data. Record:
reference/local-mechanics-evidence-1.1.1.0.json/reviewFindings/1.Reviewed record SHA-256:
b0ab63e0606439b04fb9087a3c7f99f2e88bd3069624cc70f211205697fbc232 - Collecting all eight secret talismans opens the Mosstrosity secret door.
player-tested. Record:
reference/player-gameplay-observations.json/observations/0.Reviewed record SHA-256:
13e80ccfe2b2db1902a84705f8bfd1f3768cd40f7bda2193a6dd1d59ebc6ec0f
The public calculator and its remaining limits
Research Lab now has a conditional melee damage calculator for 46 of 58 melee weapons. It uses the recovered weapon bases, slot-specific Item Power, threat, difficulty, supported passive effects and explicit target multipliers. It includes automatic fixed traits and checks rarity/Storm Called capacity, duplicate effect families and template power requirements. Unresolved fixed traits and enchantments block the result. Build Lab can copy its melee weapon into this isolated scenario; the other equipment is listed as excluded and weapon Item Power must be entered separately.
The tool reports internal packet arithmetic and the separate display-scale sum, with every multiplier visible. Neither number establishes final Health loss, DPS, a single combined popup, or a proven maximum-hit build. Remaining work includes effect and enchantment lifecycles, empowerment consumption order, ranged and jump assembly, animation hit counts, bangle selection order, Overload, complete application callbacks, final immunity/shielding and display rounding. Selected timer and admission paths are now recovered, but their composed cases still require supplied state and scheduling assumptions. Online balance replacements have not been observed.
Exact named-item drop probabilities additionally need fully resolved encounter inheritance, eligible pools, ownership and recent-drop history. We will not turn partial source weights into authoritative farming odds.
Earlier notes that relied only on a curve ceiling of 8, a player critical baseline of 2, two ordinary Unique random effects, or missing raw status tags have been superseded by later traces. The current pages include those corrections.
Four fixed buffs can now be explicitly selected as already active: Critical Strength, Critical Precision, Strengthened and Grindstone. Duplicate named statuses count once. This does not automatically include equipped artifact activations or solve timing and legal-loadout constraints.
Evidence for this section
- Unique weapons can enter the conditional direct-hit model with explicit coverage
Versioned native fixed-trait dataset and packet input analysis. Record:
reference/local-item-effect-generation-evidence-1.1.1.0.json/findings/3.Reviewed record SHA-256:
ca4bb9a8be2c3f7b513351cb542f67256dcf568ebd8e37f4ef0b953c0634f406 - Empowerment starts at 1 and has a separate native maximum of 2
direct native initialization and clamp path; live override selection unverified. Record:
reference/local-native-followup-evidence-1.1.1.0.json/findings/0.Reviewed record SHA-256:
0a391d24d99bb4820a2e87030f360387bd895e6d1fef4b6e5289a1db0dc95714 - The shipped player critical baseline is 1.5, overriding the class default of 2
Native constructor, type attribute import/inheritance/assignment path and DefaultPlayer table. Record:
reference/local-equipped-effect-evidence-1.1.1.0.json/findings/2.Reviewed record SHA-256:
d456f3287ed00f3ca3e95e6def73c88b383823fb41a55127d7a21eca3517aadf - Generated status effects receive their own type as an asset tag
Static native instruction and data-flow trace; not yet a full engine execution test. Record:
reference/local-status-tag-construction-evidence-1.1.1.0.json/findings/0.Reviewed record SHA-256:
d5823171f0c968f3d0c999fbce040d2fd018ec5fbf513203b6d6c90d4f70b6ac - Different named buffs may coexist even when each refuses duplicate stacks
Authored modifier/definition differences, native same-definition lookup controls and conditional packet combinations. Record:
reference/local-buff-stacking-evidence-1.1.1.0.json/findings/3.Reviewed record SHA-256:
cc887f9c0a4c3d3cf1f010e9c1bec3d56749ac9d2448c66cfceca706e92a1dbe
Sources & data coverage
Reviewed local game tables and selected native instructions from Windows build 1.1.1.0. Original-instruction tests use synthetic actors and engine services. They are not gameplay measurements; online overrides have not been observed.