News
Wiki update log — most recent first. Each entry summarizes what changed in the published site.
2026-05-31 — Patch 1.0.1.4: 2 new alters + 4 new races + Build Archetype tags
Game shipped content patch v1.0.1.4. The wiki now reflects:
2 new playable alters (both step S)
- Dark Star Crystal Shroom (Mage / Dark / Astral) — first unit of the new Dark Star Mushroom race. Passive: apply Annihilation stacks to the nearest enemy after taking damage.
- Silver Serene Undine (Priest / Light / Mountains) — first unit of the new Silver Elemental race. Passive: each ally Cleanse extra-removes status stacks.
2 upcoming event themes (skill data ready, alters land in next patch)
- Black Sail (Pirate) event — Minotaur Brave alter ("Counter Surge" — guaranteed counter w/ +4 hits, +5 dmg, no normal atk) + Ghost Captain alter ("Chaos Shot" — 6 hits on lowest-HP target, doubled when only one enemy remains).
- Lava event — Slime Queen alter ("Meteor Rain" — AoE 2-hit burn AoE that scales with Max Mana, defense-shred per Burn).
4 new races introduced
- Dark Star Mushroom (now playable) — Crystal Shroom alter
- Silver Elemental (now playable) — Serene Undine alter
- Inferno Dragon (loc-only) — +Burn vs Weakness-Exposed targets; first unit pending
- Lava Elemental (loc-only) — +Burn dealt, +Shield gained; first unit pending
Build Archetype tags — all 177 existing units
Server-populated FilterTags for every unit (previously empty), categorizing each into one or more build archetypes:
73 units tagged "Skill DMG", 34 "Skill Heal", 20 "Chill", 13 "Cleanse", 11 "Follow-up DMG" / "Haste", 10 "Shield", 9 "Extra Action" / "Bloodlust", 8 "Burn" / "Hinder" / "Stat Stack", 7 "Inspire" / "Counter DMG", 6 "Fear", and others. Future search-unit page enhancement will surface these as a filter axis.
29 new talents
20 race-restricted talents for the 4 new races (5-tier ladder per race), plus 9 unit-exclusive talents for the upcoming Black Sail / Lava alters and 6 other variants.
Tuning
- Wish Djinn alter (M34301_000) banner extended +1 day (ends 6/5).
- Two-tier task drop weight rebalance: RW00001 series down 50%, RW00000 series up 50%.
- IAP product
payment_10purchase limit raised 1× → 5×.
No formula / mechanic changes — stat pipeline, damage formulas, battle-weight tables remain valid. The 1334 gear, 837 bonds, 134 runes counts are unchanged.
2026-05-28 — New systems: Jewel crafting + Golden Vault (manifest -1013)
The game added two new systems and a small content drop:
💎 Jewel (神石) — gear-affix crafting
Eight Jewels of different colors bias gear-affix rolls toward specific categories. Path-of-Exile-style orb crafting:
| Jewel | Rarity | Bias |
|---|---|---|
| Clear Jewel | C | Any affix |
| White Jewel | C | Stat (HP/STR/SPI/...) |
| Cobalt Jewel | C | Defense |
| Verdant Jewel | C | Heal |
| Crimson Jewel | B | Attack |
| Obsidian Jewel | B | Resistance |
| Golden Jewel | A | Buff |
| Dark Purple Jewel | S | Debuff |
Pool of 88 possible affixes — mostly draws from the previously-dormant Gamble Shop affix pool. Each Jewel narrows the random roll to its tag category.
🏆 Golden Vault — tiered loot box
25 vault entries across 4 level tiers (1, 1-2, 1-3, 2-3, 3). Each pull returns one of: Jewel / Equipment / Rune / Clover / Consumable, with weighted distribution per tier.
Other adds
- 12 new map spots (one
_016sub-spot per area: Plains / Forest / Mountains / Ocean / Beach / Tundra each picked up 2 new spots). - 1 new NPC (
S13303) for the Livelihood (合营) scene + matching guild-customize items. - 1 new IAP (
payment_20).
Polish (no balance changes)
- M23205 Dune Herald signature bond renamed
Sandstorm→Sand Tempest(avoids name collision with Desert map's Sandstorm terrain). - Ancestral set (Z10015_x21 — Necklace / Ring / Badge): bond display name polished from
Mana AbsorptiontoMagic absorption. - Talent EN descriptions fixed for placeholder index errors (Triple Strike, Bloodlust Trigger, Pack Hunt, Swarm Control): the "+X per Y" phrasing was using the wrong value field. Numbers now match in-game UI.
No formula changes: same 177 units, 619 talents, 1334 gear, 839 bonds, identical stat pipeline / damage formula / battle-weight tables. Team-planner remains accurate.
2026-05-15 — Server-side data pull: full roster and content restored
The wiki now reflects the server's full game state (manifest Main_2026-05-14-887). Many units, gear sets, and systems that appeared missing in the client-only data are confirmed active on the server.
Units — 140 → 177 (+37):
- Frost Spider Queen (M22301), Stellar Archer (M52301), and all Desert-region units are confirmed live on the server.
- Wish Djinn (M34301, Priest/Wind/Desert, S-step) — new standard unit. Limited source.
- Wish Djinn alter (M34301_000, Priest/Light/Astral, S-step) — Astral-themed variant.
- Timeless Lord (M21302, Warrior/Demon/Earth/Desert, S-step) + Mountain alter (M21302_000).
- All 24+ previously "upcoming" alters (Splash Party, Tidal Surge, Cool Splash, Popsicle Impact, Jade Descent, Flame of Life, Come At Me, Legion Commander, etc.) now have full server data.
- 19 alters remain loc-only (DataTable row still pending for their release).
Gear and Bonds — fully restored: - Gear pool: 1,334 items across 13 world areas (+619 vs client subset). Endless Desert added as the 13th area with its own loot pool. - Bonds: 839 set bonds (+288 vs client subset).
Runes — Sandstorm material now live: - 13th rune material Sandstorm (黄沙, Fall effect — Slow stacks) has 10 runes available server-side. - Total: 134 runes across 13 materials.
Keywords — 82 pages restored: - All 42 keyword pages previously removed as "orphans" are back — the server has all 82 keyword entries.
Seven Days Map event:
- 7-day login campaign active: 4 quests per day (login + Endless Desert clears + recruits + stamina spend), rewards Gems + Progress Points. Completing enough quests over 5+ days unlocks Earth Witch (M13303_001) as a guaranteed Stage 5 milestone reward (150 Points).
Talent system — fully restored: - 619 talent entries active. Per-unit talent pages are now fully populated. Talent simulator will be updated in the next build.
2026-05-14 — Game v1.1.1.0: major content restructure
Guild of Monster Girls has relaunched with version 1.1.1.0 — a significant content overhaul. Here is what changed:
Units: - 26 units removed from the game roster, including Frost Spider Queen, Stellar Archer, Isekai Wanderer, Imp, Titan Lancer, Ghost Captain, and several desert-themed units. Their wiki profiles have been removed. - 140 units remain (96 standard + 44 alter). No new units were added in this patch. - The 24 upcoming alters tracked as loc-only have grown to 35 — some removed units re-appear as loc-only candidates for potential future re-release.
Gear and bonds: - Gear pool cut from 1,234 → 715 items (−519 items). World Codex now covers 11 areas. - Bond set library trimmed from 805 → 551 bonds (−254). Bond and gear wiki pages fully regenerated.
Keywords: - Status/buff keyword library halved (82 → 40 entries). All keyword pages refreshed.
Runes: - Rune materials expanded: each of the 11 base materials now has 3–4 sub-variants (e.g. Frostgem branches into Frostward, Frostbite, IceArmor, Piercing-Cold). Total 43 material entries (was 12). Sacred material removed. Fall material (CZ00013) now has active gameplay code. - 135 runes total (+11). Rune pages fully regenerated.
New system — Artifacts:
- A new Artifact equip system is present in game code: 78 BS-prefix artifacts providing flat stat boosts, combat overrides (targeting sort, extra actions, DMG% modifiers), and race-passive wraps. Player-facing UI not yet live — see visualise-session/mechanics/artifact.md for the full technical catalog.
Other cuts: - Talent, Theater, Foretell, Gamble Shop, and Guild Customize systems reset to 0 entries (likely being rebuilt for relaunch). - Difficulty curve, gacha pools, and several other tables trimmed.
2026-05-08 — Team Planner: Insight × Activities live wire (and a hidden bug fix)
Two related changes to Team Planner:
1) Activities effects now read your Insight star and show the boost inline. When the unit's Insight relic affects a status the active skill applies, the row in the Activities block grows two extra spans and a green tag:
1.2 +14 +4 = +18 Inspire
[+4 from War Stories]
The base, delta, total, and source relic name are all shown. Toggle the insight star (☆/★/★★/★★★) in the Insight section above and the Activities row updates to match — same state.insightStars[relicId] map drives both. Also covers heal and damage Insight riders in case future relics extend that pattern.
2) Insight scaling formula corrected: it's multiplicative, not additive. The earlier code added level to the first effect digit (base + level). Verified from MainScripts.dll RelicsDataItem.GetDescription decompile: the engine actually does base × (level + 1) — tier 0/1/2/3 → multipliers ×1/×2/×3/×4.
For the most common case (insights with base = 1, e.g. War Stories' "Apply 1 more stack of Inspire") both formulas match, which is why the bug went unnoticed. But 60 of the 164 Insight relics have base values of 2 or 4 (STR/HP/SPI/Tough boost relics) and were under-counted in the team aggregate. After the fix:
XD11001_003 STR +2at L3 (★★★): was showing +5, now shows +8 (= 2 × 4).XD12001_002 HP +4at L3: was +7, now +16 (= 4 × 4).
The correction propagates everywhere applyInsightStar is called — Insight detail rows, the Activities modifier display above, and the team-aggregate stat totals. Per-unit Codex (Insight) wiki pages now also show the full L0/L1/L2/L3 ladder with the multiplier column instead of "L1 base value, scales linearly somehow".
Decompile evidence + research deliverable: data-session/intermediate/decompiled_relic.cs:240-258 (search for GetDescription in RelicsDataItem).
2026-05-08 — Search · Runes: full R1/R3/R5/R7 resonance ladder
Initial search-runes shipped with only the 3-cell DataTable resonance columns (R1/R2/R3) — the in-game Rune Detail panel actually shows 4 tiers at stack thresholds 1 / 3 / 5 / 7. After decompiling MainScripts.dll (RuneInfoResonanceItem.GetResonanceText) the ladder is now correct:
- R1 (1 stack) — the rune's own effect text from
RuneDataTable.Description_EN. Shown verbatim. - R3 (3 stacks) — pulled from
RuneMaterialDataTable.Resonance1_EN(per-material). - R5 (5 stacks) — the rune's effect with every numeric digit ×2 (per-char doubling, mirroring the C# StringBuilder loop). The +100% bonus.
- R7 (7 stacks) —
RuneMaterialDataTable.Resonance3_ENfor 11 materials. Copper exception: digits get doubled a 2nd time for an effective ×4 vs R1, because Copper'sResonance3is "Base effect +200%" which the engine interprets as a second digit-double pass.
How to read it on the page: hover any rune row to see the full ladder as a tooltip (cursor turns into a help-cursor). The Material pill above also shows R3 + R7 on hover. The Effect column itself is the R1 tier.
The Resonance2 placeholder column (always "Base effect +100%" for all 12 materials) is no longer surfaced — the engine throws that string away in favor of the per-rune doubled description, so the placeholder isn't useful as a display cell.
Research file: data-session/intermediate/rune_resonance_research.md carries the full decompile evidence + line references. Wiki layer also updated (visualise-session/runes/{materials,list}.md).
2026-05-07 — Team Planner: Activities section (active skill breakdown)
Each main slot in Team Planner now shows an Activities block between the unit's Stats panel and Insight section. For every selected unit, the block surfaces the active skill (the "Cast Skill" trigger event) broken into atomic effects so you can see exactly what the skill does without re-reading the in-game tooltip:
- Skill name + the
Cast Skilltrigger pill — same vocabulary as the in-game Codex → Gear → Filter Tab 4 (Timing), so future passive/bond/talent rows can use the matching keyword set. - Target line combining target type + condition (e.g. "1 Ally · the ally with highest ATK (excluding self)").
- Effects list — each row gets a sub-number (1.1, 1.2, 1.3…) with the atomic effect (
+14 HP,+14 Inspire,+1 Extra Action). Status keywords link to the matching keyword page (Inspire→instant-inspire.html, etc.). Conditional effects keep their qualifier (only if the target isn't self). - Riders / modifiers — DMG modifiers and conditional flavor that don't atomize cleanly ("For each enemy, deals -1 DMG", "Deals double DMG to nearest enemy") shown as bullets so they aren't lost.
- Filled description — the original tooltip text always preserved at the bottom of the block as fallback / verification.
Coverage: all 166 standard + alter units have an Activities entry. 90 fully atomized (every effect sentence parsed); 76 partially atomized with riders rendered as bullets. Examples to spot-check: Legion Commander (3-effect support), Stellar Archer (self-target with 3 effects: heal + Follow-Up + Action Mana cost), Frostbound Holy Blade (multi-hit 2×2 DMG with 2 conditional rider clauses).
Pipeline behind it: data extracted by extract_activities.py (Phase 1, internal), wiki rendered by regenerate_activities_section.py (Phase 2 — same flat-table format on each unit's wiki page), web bundled by build_team_planner_data.py reading activities.json (Phase 3, this update).
2026-05-07 — Search · Talents fix (was silently empty)
The Search · Talents page was rendering "Filter 0 talent groups" with no rows shown — silent regression introduced when the markdown table renderer started padding header cells (| IDs | Icon | …). The legacy parser for TalentDataTable.md used a strict line.startswith("| IDs |") prefix that no longer matched the padded form. Fixed by routing through the same _parse_md_table helper every other table parser uses (whitespace-tolerant). Page now lists 354 talent groups from 588 raw rows, 25 races represented, all filter dimensions (tier / restricted-by / exclusive flag) functional.
2026-05-07 — Search · Runes added
New page: Search · Runes — client-side filter over all 124 runes from RuneDataTable.
- 3 filter tabs mirroring the in-game Codex → Runes → Filter dialog where possible: Rarity (Normal / Rare / Epic / Legendary — 24 / 24 / 24 / 52 runes), Material (12 buttons in in-game order: Copper / Mithril / Adamant / Manacrystal / Bloodstone / Maplewood / Frostgem / Dragonbone / Cogwheel / Seashell / Totem / Sacred), and Tags (41 atomic effect tags drawn from
FilterTags_EN— wiki-side facet, not in the visible game filter). - 3 text fields: rune name, effect text (Description_EN, e.g. "SPD", "Mana", "+2"), and tags (comma-separated with autocomplete over the 41-tag vocabulary). Active Tags-text-field suspends the Tags pills tab to avoid double-AND'ing the same axis.
- Result table — Step badge, rune name + ID, effect text, material + material-effect (Amplify / Spell Break / Solidness / etc.), tag chips, and area where the rune drops. Hover any Material pill to see the 3-tier Resonance ladder for that material.
- Site-wide nav + landing-page hub-card link added; preserved-file pages (talent-simulator, team-planner) updated their inline sidenavs.
2026-05-03 — Team Planner: mechanism fixes, collapsible Insight, stats panel split
Updates to the Team Planner:
- Mana stats split into 4 distinct values — Starting Mana / Max Mana / Action Mana / Hit Mana now tracked separately with their actual game defaults (0 / 30 / 10 / 2). Effect text like "+10 Starting Mana, +5 Max Mana" from passives, bonds, and talents now routes to the correct stat instead of being lumped into a single "Mana" total. False-positive guards added so threshold phrasing ("per 15 Max Mana", "% of Max Mana", "Mana Loss Resist") and bare "Gain N Mana" combat events are NOT counted as stat deltas.
- Class→pool routing warning removed — all four classes (Mage / Warrior / Archer / Priest) verified in-game. The "(Mage routing confirmed; others are guesses)" caution that appeared on every Warrior/Archer/Priest unit panel is gone since the underlying mappings have been correct for some time.
- Triggered effects tagged in breakdown — sources like
[Skill] +N Max Mana after casting skillorGain +N Hit Mana at low HPare still summed into the totals (sandbox aggregates the maximum-stacking-output potential), but the breakdown row now shows a(triggered)tag so it's easy to spot which contributions only fire under specific conditions. - Insight detail list collapsible per main — the Insight section header is now a click-to-toggle. Default is collapsed: only the per-attribute tab counts (e.g.
Archer 15/15,Construct 0/6,Wind 15/15) stay visible so you can see at a glance how saturated each axis is. Click the section header (▶) to expand the bulk action buttons + scrollable insight list when you actually want to dial individual stars. State persists per main across reloads. - Stats panel split into Showing / Hidden sections + Follow-Up DMG added — primary stat block now has a "Showing Stats" subheader (STR / SPI / AGI / HP / SPD / Tough / Luck / Start Mana / Max Mana) and a "Hidden Stats" subheader below for derived combat stats (Action Mana / Hit Mana / Follow-Up DMG). Follow-Up DMG is the first new derived stat parsed from kit text — patterns like
Deal +N Follow-Up DMG,Deal N more Follow-Up DMG(bonds, insights), andTake N less Follow-Up DMG(mitigation) are summed into the unit's total and team aggregate. Percentage forms (+N% Follow-Up DMG) and Follow-Up COUNT (+N Follow-Up attacks) are out of scope for this batch — more Hidden Stats land incrementally.
2026-05-01 — Team Planner launched
New tool: Team Planner. 3-unit build sandbox for stacking-numbers comparison.
- 3 main slots side-by-side — pick a unit per slot (searchable picker filtered by Step / Class), each with its own gear / talent / support build.
- 10 gear slots per unit (Main, Off, Head, Body, Gloves, Belt, Shoes, Necklace, Ring, Badge). Picker shows the full 1,234-item pool filtered by slot, sortable by Step (SS/S/A/B/C), with per-item stat strip + bond name + special effect text.
- 4 talent slots per unit with rollable-vs-all toggle. Rollable mode applies the unit's roll-pool restrictions (SpecifyRoleIDs / Race / Class / Element); All mode unlocks the full 588-talent transferable pool.
- 3 support slots per unit (Trait / Title / Perk) — pick a source unit whose corresponding passive is borrowed. Source-unit constraints enforced per the game rules: a fielded main can't also be a support source, and any source unit used on one slot is locked from being a source on any other slot anywhere on the team. Up to 12 distinct units per Trio comp.
- Per-unit stat readout — raw stats (STR / SPI / AGI / HP / SPD / Tough / Luck / Mana) with breakdown (base + gear delta), pool stats (ATK / DEF / Weakness) with class-specific routing. All four class→pool routings verified in-game.
- Team aggregate panel — sums everything across the 3 mains:
- Pool stat totals (ATK / DEF / Weakness) and raw stat totals
- Status stacking — per-status total of detected applies (e.g., "+7 Chill" = sum of every "Apply N stacks of Chill" / "+N stacks of Chill" found across the team's talents, supports, bonds, and own passives), with per-source breakdown so you can see where each number came from. Filters out threshold phrasing ("per 15 stacks of Chill") to avoid false positives.
- Stat additions from effect text — separate stacking summary for "+N STR" / "+N SPD" patterns parsed from talent / bond / support text (these don't appear on the typed stat columns).
- Active bonds across the team — bond pieces summed across all 3 mains, with the highest unlocked tier's effect rendered. Shows per-unit piece distribution
[a|b|c]so you can see whether bond pieces are concentrated on one unit or spread thin. - Auto-save to local storage + Export / Import (JSON copy/paste).
Use cases: comparing whether 4× same talent or 4× different talents wins on a single unit; checking if a Trio's combined Chill output crosses Hypothermia's 10-stack threshold; sanity-checking team Toughness vs DEF totals across comp candidates.
Source-of-truth at publish-web/team-planner.html (direct — same pattern as Talent Simulator). Data sidecar team-planner-data.js is regenerated from mgg_datamine/*.md via tools/build_team_planner_data.py (run after each datamine pull).
2026-05-01 — Build Outlooks page retired
The Builds page and the per-unit build-outlook content have been removed from the wiki. Subjective build advice (synergy chains, 4-talent comps, Solo/Duo/Trio companion picks, support rosters) was getting stale and overlapped with what the game's own Suggest button + the new Talent Simulator already cover. Going forward the wiki stays focused on objective data + tooling.
- Removed: nav link, hub card, all 45 outlook pages, the index page.
- The unit profile pages no longer carry a
## Build outlookforward-link section. - For practical talent planning, use the Talent Simulator. For team comp suggestions, the in-game Suggest button (server-side curated picks per unit) remains the canonical source.
2026-05-01 — Talent Reroll Simulator launched
New tool: Talent Simulator. Per-unit Talent Fruit reroll sandbox modeling the in-game 4-row gacha + lock + soft-pity behavior.
- Unit picker — searchable thumbnail grid of all 166 units (filter by Step S/A/B/C and Class), 96×96 portrait of selected unit + class/race/element tags + per-tier pool counts.
- Target talent dropdown — color-grouped by source: ★ Exclusive (gold) → Race-restricted (green) → Class-restricted (amber) → Element-restricted (red) → Generic (dim). Includes talent name + ID.
- 4-row roll — each click rolls up to 4 talent slots with appearance rates (default 100/80/50/10 %, configurable). Tier roll per appearing row uses base S/A/B/C rates (default 2/6/36/56 %). Rolled tier → uniform pick from unit's pool of that tier.
- Lock + cost — lock any rolled row to keep it; locked slots skip the appearance-rate queue (locking row 3 → row 4 inherits row 3's rate). Cost = 1 + lockedCount Talent Fruits per click; 4 locked = roll disabled.
- Soft pity — per-click, not per-row. Pity 1: dry +1 if click had no S, resets on any S. Pity 2: nonP +1 if click had S but no target, resets on target, unchanged if no S. Once thresholds (default 50) cross, +5%/click bonus to S-rate (pity 1) or force-target (pity 2).
- Stats + history — total clicks, fruits spent, target hits, dry streak, current S-rate / force-target chance, tier distribution histogram, last-100 click strip.
- Monte Carlo — 10k or 100k trials of "clicks until first target appears" with mean / p25 / p50 / p75 / p90 / p99 / min / max + capped distribution histogram. Useful for estimating gem budget for a target talent.
Default rates and pity model are tuned to the in-game Talent Fruit screen (Orange 2 / Purple 6 / Blue 36 / Green 56 + 50-roll pity at +5%/roll). All values are editable on the page.
Source-of-truth lives in publish-web/talent-simulator.html directly (no separate source folder). Pool data regenerated from TalentDataTable.md via tools/build_talent_pool.py.
2026-05-01 — Frostbound Astral Fiend outlook integrates community guide
The Frostbound Astral Fiend build outlook now folds in synthesis from the community Versailles guide:
- In-pool talent priority table — Hypothermia (exclusive) → Deep Freeze (Water in-pool, S-tier +2 Chill + 1 HP per 10 stacks) → Nine Lives → Divine Law (Divine in-pool, turn-1 silence + +15 DMG) → Spell Pierce, with explicit roll-discipline rules ("lock Deep Freeze and open a 2nd page if it appears").
- New Comp Solo-C — Realistic F2P — single-Hypothermia + Deep Freeze + Divine Law variant for players who don't roll duplicate exclusives.
- Title slot alt — Nightmare Hunter Brave — Dreameater Title (apply 6 Fear stacks to all enemies turn start) as alternative to standard Hunter Brave's Reaper Title.
- Companion ranking expanded — Nightmare Hunter Brave added as S-tier support-layer pick, Frost Spider Queen flagged as S-tier early-game carry + permanent Frostweb Perk source.
- F2P progression path section — 8-step community-validated roadmap covering reroll → events → 4★ → exclusive → Malice 12/12 → 5★ → endgame; gear priority table (Frost Spider Mantle/Gloves, Malice via Evil Fiend set, Bone Chilling staff endgame).
2026-05-01 — Support layer complete on all 45 S-tier outlooks
Every S-tier build outlook now ships with full Solo / Duo / Trio support rosters (3 slots × every fielded main, with effect text + values + uniqueness check + per-source forfeit notes when sources collide). The remaining 39 outlooks were filled in batches of 6-7:
- Standard S (24): Astral Fiend, Core Golem, Crystal Shroom, Dawn Dragoness, Desert Dancer, Dummy, Earth Herald, Earth Witch, Flawless Sage, Forest Nymph, Frost Spider Queen, Ghost Captain, Golden Maiden, Grand Magician, Harpy Princess, Holy Blade, Imp, Isekai Wanderer, Legion Commander, Minotaur Brave, Serene Undine, Shadow Dragoness, Slime Queen, Snowman Knightess, Stellar Archer, Titan Lancer, Wasp Witch, Windstrider
- Alter S (17): Bunny Grand Magician, Bunny Windstrider, Circus Ghost Captain, Crystal Slime Queen, Frostbound Astral Fiend, Frostbound Harpy Princess, Frostbound Holy Blade, Frostbound Wasp Witch, Legion Minotaur Brave, Lunar Desert Dancer, Mecha Core Golem, Nightmare Earth Herald, Pajama Imp, Pale Shadow Dragoness, Sovereign Flawless Sage, Thunder Titan Lancer, Tribal Legion Commander
Recurring top-tier source picks across teams: Stellar Archer's Astral Echo Perk (extra action — universal action-economy), Crystal Shroom's Crystal Rule Perk (Starting Mana for skill-spam Mages), Hunter Brave's Reaper Title (low-HP finisher), Frost Spider's Frostweb Perk (HP loss per Chill stack), War Priest's Warlike Trait (Bloodlust source for Bloodlust-engine units), Minotaur Brave's Avenger Title (counter DMG amp), and Stone Guard's Resolute Trait (debuff resist while shielded for tank kits).
Theme-locked source families emerged for tribal builds: Frostbound theme borrows Frost Spider/FB Wasp Witch/FB Harpy/Astral Guardian alter; Thunder theme borrows Tempest Herald alter/Gale Warrior alter/Titan Lancer alter; Demonic Fear theme borrows Imp alter/Earth Herald alter/Hunter Brave alter; Bunny LUK theme borrows Lurking Shadow alter/Windstrider alter/Grand Magician alter. Browse all 166 candidate passives in units/support-index.md.
2026-04-30 — Support layer rolled out to 6 flagship S-tier outlooks
Five additional S-tier build outlooks now have full per-comp support rosters (3 slots × every main, with effect text + values + uniqueness check + per-source forfeit ledger). Combined with the Windstrider reference, 6 of 45 S-tier outlooks now ship complete support recommendations:
- Windstrider standard — back-line Precision sniper
- Astral Fiend standard — SPI-ramp Mana drainer
- Forest Nymph standard — Divine healer / ally-count anchor
- Frost Spider Queen standard — Insectoid Chill HP-loss
- Frostbound Astral Fiend (alter) — Chill stack ceiling Mage
- Frostbound Holy Blade (alter) — Frost Echo reverse-DPS tank
Top-tier source picks recurring across teams: Stellar Archer's Astral Echo Perk (extra action), Crystal Shroom's Crystal Rule Perk (Starting Mana), Hunter Brave's Reaper Title (low-HP finisher), Frost Spider's Frostweb Perk (HP loss per Chill), War Priest's Warlike Trait (Bloodlust to allies), Sovereign Flawless Sage's Rallier Title (Inspire on heal). Browse all 166 candidates in units/support-index.md.
Remaining 39 S-tier outlooks will be filled iteratively. The format is locked at this point — see Windstrider as the reference layout.
2026-04-30 — Support layer mechanic corrected: 3 slots per main
- Mechanic clarification (user feedback): every fielded main has THREE support slots — Trait slot, Title slot, Perk slot — each filled by a different non-fielded source unit. The earlier interpretation (1 borrowed slot per main) was wrong: the constraint "chỉ đc dùng 1 trong 3 của 1 unit" is per-source-unit (any one slot used → the other two of that source are forfeit team-wide), not a cap on how many slots the main has.
- Roster capacity when all support slots are filled: Solo = 1+3 = up to 4 units · Duo = 2+6 = up to 8 · Trio = 3+9 = up to 12 distinct units total.
- Migration: 43 of 45 S-tier outlook headers replaced with the corrected Support layer rule via
tools/import_support_into_outlooks.py(now idempotent — replaces existing bullet, not just inserts). - Reference comp updated: build-outlook-standard-s-windstrider.md now shows 3 support slots per main in Solo / Duo / Trio. Trio comp lists 8 distinct sources + 1 open slot for Forest Nymph's Title; includes a per-source forfeit ledger so the cost of borrowing each unit's whole passive set is explicit. Use this file as the format template; remaining 44 outlooks will be filled iteratively.
2026-04-30 — Support layer mechanic imported into build outlooks
- New mechanic captured: every fielded unit can borrow one of (Trait / Title / Perk) from a non-fielded support unit. Borrowed slot is purely additive — the main's own Trait+Title+Perk all stay active. Two hard rules:
- Each support unit's full passive set (all 3 slots) is locked to the one main it serves; cannot be reused on other mains in the same team.
- A given main borrows at most one slot from a given support.
- Roster size doubles: Solo = 1+1 = 2 units, Duo = 2+2 = 4 unique, Trio = 3+3 = 6 unique units total.
- New page: units/support-index.md — auto-generated browse-all catalogue of every unit's Trait/Title/Perk with effect text and values filled, sorted by step. Re-run
py tools/generate_support_index.pyafter datamine pulls. - Build outlook header migration: 43 of 45 S-tier outlooks now carry the new Support layer rule in their talent-rules block (Dummy + Isekai Wanderer skipped — non-standard-pool stubs). Run
py tools/import_support_into_outlooks.pyfor one-shot migration. - Reference comp: build-outlook-standard-s-windstrider.md is the first outlook with full per-comp support picks worked out — Solo / Duo / Trio each list which unit's Trait/Title/Perk each main borrows + uniqueness check. Use it as the format template; remaining 44 outlooks will be filled iteratively.
2026-04-30 — Gacha optimizer pool refreshed against current SummonDataTable
- Re-extracted the 128-unit standard recruit pool from
SummonDataTableand merged unit attributes fromRoleDataTable(game version 1.0.0.9). Step distribution now reflects the live pool: 3★=26 · 2★=48 · 1★=34 · 0★=20 (was 27 / 47 / 34 / 20). - Localization fixes propagated:
Wolkfkin Hunter→ Wolfkin Hunter (typo),Troll Hunter→ Troll Hurler. - Terrain correction:
Fishfolk Vanguardwas tagged Desert, now Beach (matches game data). - Reminder: this pool is standard units only — alters draw from the separate
SkinSummonDataTablebanner and never appear in the daily 7-tag picker.
2026-04-30 — Mobile responsive layout fixes
- Sidebar collapses to a horizontal pill row on narrow screens (≤900px), with a tighter variant for phone-sized viewports (≤480px). Previously the sidebar stayed
position: fixedon phones and pushed page content off-screen. - Tables now scroll horizontally inside their container instead of forcing the whole page to scroll. Wide search-result tables (8 columns), unit profiles' Animated/Still imagery tables, and the gacha optimizer results table all stay within their column gutter; users swipe within the table itself.
- Added
overflow-x: hiddenonbodyplusmin-width: 0on layout containers to stop content overflow from leaking horizontal scrollbars onto the page. - Sidebar font/padding shrinks at 900px and again at 480px to keep all 8 nav links visible without crowding.
2026-04-30 — Animated GIFs use exact in-game frame timing
- Per-clip frame timing is now read directly from
AnimationClipdata (the.animfiles in bundle24580dcd…) instead of an FPS guess. Each GIF frame is held for exactly1000ms / m_SampleRateper@<duration>sample. - All 4,098 unit AnimationClips run at 10 FPS (100ms per sample). Total clip duration matches
m_StopTimeto the millisecond — e.g. idle = 600ms, walk ≈ 1000ms, special (ult) varies 1.8s–13.2s per unit's signature animation. The wiki's playback now matches the game pixel-for-pixel and millisecond-for-millisecond. - 1,203 GIFs regenerated.
2026-04-30 — Imagery section refactor: two tables (Animated + Still) per profile
- Every unit profile now has two clean H2 sections for character imagery, placed right after the metadata line:
## Animated— table listing all animation states the unit has: Idle, Walk, Celebrate, Special (Ult), Death, Abnormal, Alt-idle.## Still— table listing all static sprite variants: Avatar (small portrait), Battle sprite, Illustration (RoleDraw), Card art, Skill banner.- Replaces the previous compact inline imagery + collapsible gallery with a more browsable layout. Every visual asset the game has for a unit is now on the profile.
- 1,203 GIFs (across 7 states) + 5 still types per unit. Pixel-perfect rendering (no browser bilinear blur) on all 1,891 image cells across 166 profiles.
2026-04-30 — Talent search drilldown + Effect column
- Search · Talents — Restricted filter is now drilldown: instead of a single "Race-restricted / Class-restricted / Element-restricted / Generic" pill, the Restricted block now exposes four sub-sections with multi-select on specific values:
- Race: 25 races (Feline, Canine, Aquatic, Avian, Insectoid, …) — pick one or many.
- Class: Warrior / Archer / Mage / Priest.
- Element: Earth / Wind / Water / Fire / Light / Dark.
- Generic toggle pill (no restriction).
- OR logic across sub-sections; AND logic vs Tier and Exclusive filters.
- New "Effect (highest tier)" column in talent results — pulls the S-tier (or highest available) row's
Effect_ENand substitutes{0}/{1}/{2}placeholders with boldedValue0/1/2. Now searchable talents show what they actually do at peak tier without clicking through.
2026-04-30 — Sidebar nav, Talent search, Race filter
- Layout refactor: top horizontal nav replaced with left sidebar across every page (units, keywords, builds, optimizer, search, news). Sidebar collapses into a horizontal bar on screens narrower than 720px.
- Search · Units (renamed from
search.html→search-unit.html): - Added Race filter section (26 races: Feline, Canine, Avian, Leporine, Insectoid, Aquatic, Demonic, Divine, etc.).
- Removed redundant Profile column — the Name column already links to the unit profile.
- New: Search · Talents (
search-talent.html): - Filter all 354 talent groups (588 raw rows grouped by name) by:
- Tier: Orange (S) / Purple (A) / Blue (B) / Green (C). Per group, all available tier badges are shown.
- Restricted: Race-restricted (125) / Class-restricted (40) / Element-restricted (36) / Generic (153).
- Exclusive: Yes (134 unit-exclusive talents) / No.
- Result columns: Talent name, Tiers (badges per available tier), Restricted (type + value), Exclusive (linked to the unit profile when applicable).
2026-04-30 — Unit Search page
- New Search page (
search.html) with pill-style filters across 6 categories: - Class: Warrior / Archer / Mage / Priest
- Type: Spirit / Construct / Demon / Undead / Divine
- Element: Earth / Wind / Water / Fire / Light / Dark
- Terrain: Tundra / Plains / Forest / Desert / Mounts / Ocean / Beach / Astral
- Step: Orange (S) / Purple (A) / Blue (B) / Green (C)
- Variant: Standard / Alter
- Multi-select within a category = OR; across categories = AND. Click pill to toggle, "Clear all" to reset.
- Result list shows all 166 units with name, class, type, element, terrain, step badge, variant, and link to profile.
- Fix: gacha optimizer's results-table sticky header alignment — table no longer uses inner scroll; thead now pins below the global nav correctly.
2026-04-30 — Initial publish
- Static site built from Obsidian vault, deployed to Netlify-style folder
publish-web/. - Units (166): per-unit profiles auto-generated from
RoleDataTable— bilingual CN/EN, base stats (sum of 5 axes), active skill, race/trait/title/perk, talent pool (1 exclusive + race-locked + class-locked + element-locked + 58 generic). - Build Outlooks (45 S-tier): synergy chain + Solo/Duo/Trio comps, 4-talent picks per unit. Nine Lives (
TF12504, Feline race) pinned as meta-mandatory in every comp. Non-S build outlooks intentionally not maintained. - Keywords (82): per-keyword reference pages for buffs, debuffs, instants, stats, mechanics, classes, elements, races, terrains.
- Gacha Optimizer: 128-unit standard recruit pool, daily 7-tag picker. Pick up to 3 tags from 4 conflicting categories (Class / Type / Element / Terrain) to maximize 3-star (S-step) density.
- Skipped from publish: 24 upcoming alters (loc-ready, no
RoleDataTablerow yet — Swimsuit / Cool Splash / Tidal Surge / Splash Party / etc.); internal templates;MEMORY.md.
2026-04-29 — Datamine update (game version 1.0.0.9)
- Re-extracted localization bundle (hash
5d439c9 → 6b2d709): +71 lines, +139 keys, -1 key. New keys cover M31301_000 active skill + Desert area gear (Z05001_*,Z06001_*). - DataTables bundle (
ed2086ba) unchanged through 1.0.0.9 — no balance/data changes, only loc + UI/asset updates. - 24 alters detected as loc-ready but
RoleDataTable-pending. Tracked separately in internal vault, excluded from publish.
Older changes
(Pre-publish work — Obsidian vault history not retroactively logged.)