Guild progression
Cost to max every tech
Points are calculated from MaxLevel × PointsPerLevel. Fixed-point values preserve their raw limbs and expose the decoded six-decimal value.
| Tech | Max level | Points / level | Total points | Value / level | Value at max |
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Clan planning
Guild season optimizer
Reserve static Damage and Health investment, then split the remainder between payback-positive GP income and exact rounded task-war gains.
Recommended purchases
Static combat reserves + optimized GP and task-war caps| Source | Tech | Level | Points | Bonus |
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GP upgrade path
One legal level at a time toward the exact final GP optimum| Step | Tech | Level | Points | Cumulative | GP / week gain |
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War-point upgrade path
One legal level at a time toward the exact final war optimum| Step | Tech | Level | Points | Cumulative | Points / week gain |
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Expected GP per week
Rounded per member reward event| Source | Before tech | With plan | Gain |
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Weekly war points
Task rewards are rounded per action; day-win match score is separate| Source | Before tech | With plan | Gain |
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Weekly clan resources
Steady-state potential from the selected averages| Source | Currency | No tech | With GP tech | Change |
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Pet hatch planning
Egg hatch gem optimizer
Compare immediate hatch skips with rushing personal timer research or buying clan timer levels first. Every timer and gem cost uses the recovered game rounding formula.
Eggs and current research
Tier fields are completed personal levels; clan is the current level| Rarity | Eggs | T1 | T2 | T3 | T4 | T5 | Clan |
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Optimal result by rarity
Upgrade gems plus hatch-skip gems| Rarity | Timer | Gems / egg | Personal levels | Clan | Upgrade gems | Hatch gems | Total |
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Personal research path
Research rush and discounted currency per level| Rarity | Tier | Level | Timer | Rush gems | Currency |
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Clan research path
One gem per tree point, or two GP per point| Rarity | Level | Points | Gems | GP alternative |
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Deterministic combat lab
PvP battle simulator
Compare effective player stats with frame-accurate movement, attacks, projectiles, regeneration, hit rolls, double attacks, Buff, Thorns, and Rain of Arrows.
Player
Supported skills
Opponent
Supported skills
Frame playback
Frame 0Active mechanics
Frame events
Evidence boundary: inputs are already-resolved effective combat stats. Dodge is intentionally absent because no 2.7.0 player stat source activates it. Unsupported skills, pets, vertical motion, and the observed one-frame movement-order edge case remain explicit research backlog items.
Release intelligence
Compare parsed config dumps
See added, removed, and changed configs, then inspect every changed JSON path and its before/after value.
| Config | JSON path | Kind | Before | After |
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