About this wiki
Godfall Exalted is a working name for a wiki and build planner built only from the game's own files, logged in-game tests, Wyatt's in-game checks and official patch notes. Other wikis, guides and videos are not used as sources.
How pages are made
Scripts read the game's files and write the data every page is built fromtools/build_wiki_data.py. Nobody types numbers onto a page. Trait numbers are worked out in the page from the game's own item-scaling table, using the rules below.
Pages use the game's own words first. The names things have inside the files are hidden: turn on File names (top right) to see them, or open a “For the curious” section.
Rules used on these pages
How the game turns the numbers in its files into what you see on screen. Most were read from the menu code that ships with the game; “The code” shows the lines each one rests on.
| Rule | What it means | Status |
|---|---|---|
Power drainR2 | An augment's power drain depends on its level and rarity, times the augment's own drain multiplier. | Fits |
Roll rangeR1 | Every trait number is rolled somewhere between a low and a high value. Both depend on the item's level and rarity, and on Awakened, Primal or Cursed if the item has them. The code | Datamined |
Stored roundingS1 | The rolled number is saved with a set number of decimals. The code | Datamined |
Tooltip numbersD1 | Tooltips show a number without its sign (the text has the + or −) and round percentages down: 45.9% shows as 45%. The code | Datamined |
Where a trait's words come fromTX1 | A tooltip's words come from the game's translated text, which sometimes differs from the developers' own description. The code | Datamined |
Thresholds in trait text (trigger conditions)TC1 | Numbers in a trait's condition, like “68% or more Water resistance”, don't roll: they depend only on the item's level and rarity. The code | Datamined |
Upgrade-improved traitsU1 | An upgrade can improve some of an item's traits. Those are worked out as if the item were far higher level and shown in gold. Which traits get improved is decided by the game's servers, so it's UNKNOWN here. The code | Datamined |
Upgrade rank and the Primary AttributeU2 | Each upgrade rank raises the item's attribute number (the big Might, Spirit or Vitality number) as if the item were one level higher per rank. The code | Datamined |
Masterwork traitU3 | An item picks its Masterwork trait when it reaches the top upgrade rank. The code | Datamined |
Gold (yellow) trait linesC1 | Gold trait lines are traits improved by an upgrade, or the Masterwork trait. The code | Datamined |
Primal and Cursed trait coloursC2 | Primal traits are drawn pale yellow. On a Cursed item, the traits a curse turned negative are purple. The code | Datamined |
Tooltip headline numberT1 | The big number at the top of a gear tooltip is rounded normally. The code | Datamined |
Weapon DPS on the tooltipW2 | A weapon's tooltip DPS is double its attack power (times a display scale), rounded down. The code | Datamined |
Banner Overhealth on the tooltipB2 | A banner's tooltip Overhealth is much bigger than the Detailed Stats value because the tooltip multiplies it. The code | Datamined |
Detailed Stats: whole numbersS2 | Whole numbers on Detailed Stats are rounded normally. The code | Datamined |
Detailed Stats: percentagesS3 | Percentages on Detailed Stats are cut (not rounded) to one decimal, and snapped to the whole number when very close. The code | Datamined |
Where Detailed Stats come fromS4 | The game itself works out the Detailed Stats numbers. The menus only display them, so the formulas aren't in the menu code. The code | Datamined |
Drop chance by levelLD1 | Each roll for an item has a set chance, and that chance depends on the fight's level. The code | Datamined |
Rolls per loot event (loot bonus, co-op)LD2 | Loot bonus gives you extra rolls, not a better chance per roll. The number of players in a group changes the rolls too. The code | Datamined |
Level of a dropped itemLD3 | A dropped item's level follows the fight's level, kept within limits set for that kind of item. The code | Datamined |
Mission levelLD4 | A mission's level is your level plus or minus an amount set by the difficulty, kept within limits. The code | Datamined |
Dreamstone levelLD5 | A standard Dreamstone runs at a fixed level; a Volatile Dreamstone runs at its own level. Each “+1 Dreamstone Level” boss action adds one. The code | Datamined |
Ascension numbersAS1 | The Ascension screen doesn't round percentages down, so small bonuses show their decimals (0.4%). The code | Datamined |
Shard (rune) valuesRN1 | A Shard's numbers follow your level, not the level it dropped at, and grow with each upgrade. The code | Datamined |
Dreamstone boss actionsDS1 | Each round, a Dreamstone's boss picks its next actions at random from the ones allowed that round. Some actions can only happen once per Dreamstone. The code | Datamined |
Dreamstone level from boss actionsDS2 | A “+1 Dreamstone Level” boss action raises the level of the boss fight and of the Dreamstone's missions. The code | Datamined |
Adjacent augmentsAD1 | Augments are adjacent when their sockets are joined by a line on the Valorplate's constellation. Traits about adjacent augments only count those. The code | Datamined |
Which augments fit a socketSK1 | A White socket takes any augment; a coloured socket takes only augments of its own colour. The code | Datamined |
Weighted picksWP1 | Random picks are weighted: a higher weight is more likely, and a weight of 0 is never picked. The code | Datamined |
What a curse does to an item's traitsO3 | Each curse weakens the item's Primary Trait and turns one Secondary Trait negative. The code | Datamined |
Cursed objective textO1 | An objective's text is the game's own sentence, with its numbers filled in (like “Level 50+”) and your progress added. The code | Datamined |
How Cursed items get and lose objectivesO2 | Each curse adds one objective; completing it removes that curse and pays out its reward. The code | Datamined |
Weapon attack powerW1 | A weapon's attack power depends on its level and rarity, times the weapon's own damage multiplier. | Untested |
Life stone healingL1 | A life stone's healing depends on its level and rarity, times the stone's own healing multiplier. | Untested |
Banner OverhealthB1 | A banner's Overhealth depends on its level and rarity, times the banner's own multiplier. | Untested |
For the curious: each rule as written from the files
| Rule | As read from the files | Status |
|---|---|---|
| R2 | power drain = itemScaling[tier, rarity].powerDrain x augments.powerDrainMultiplier | fits |
| R1 | A trait's value is min + (max − min) × roll, with the roll between 0 and 0.999. min and max are itemScaling[tier, rarity][paramType] × the trait's scalar (× a mutation multiplier for Awakened, Primal and Cursed traits). | datamined |
| S1 | The rolled value is stored rounded (half-up) to the loot effect's magnitudeRoundedDecimals. | datamined |
| D1 | A trait's number is shown without its sign (the text carries it). Percentages are × 100, trimmed to 5 significant digits and rounded DOWN (45.9 shows as 45). Other numbers are printed by the text's own format: %d keeps the whole part, %f prints the stored number (so a 2-decimal value shows as 6.14). | datamined |
| TX1 | The tooltip text is the localized string for the trait (localization sheet 'trait', id = the trait's name), not the trait table's own description, which is the developers' copy and differs for about 220 traits. Traits marked showSign get their + or - from the value (a Cursed secondary shows '-'). | datamined; corroborated by T-0006 |
| TC1 | Text like 'If you have 68% or more Water resistance' reads its number from the trait's trigger condition (triggerConditions table): itemScaling[tier, rarity][column].min × scalar, with no roll, times any mutation multiplier, then stored and shown like other numbers (S1, D1). | datamined; corroborated by T-0006 |
| U1 | A trait improved by an upgrade is evaluated at tier + improvedTraitTierOffset (craftingUpgrade), i.e. as if the item were that many tiers higher. Which traits get improved is decided when the item is upgraded (server side): UNKNOWN. | datamined |
| U2 | An item's Primary Attribute (the big number on trinkets) is evaluated at tier + coreAttributeTierOffset for its upgrade rank. | datamined |
| U3 | The Masterwork trait is chosen when an item reaches the upgrade rank below. | datamined |
| C1 | A trait line is drawn 'enhanced' in gold when it was improved by an upgrade (masterworkBonusTier > 0) or is the Masterwork trait (also Cursed-item objectives). | datamined |
| C2 | Primal traits are drawn pale yellow. On a Cursed item, the Secondary Trait(s) the curse turned negative (mutation 'Mutation.Item.Cursed|2', rule O3) are drawn purple with the Cursed bullet. | datamined |
| T1 | The big number on a gear tooltip is round(primary value × display multiplier). | datamined |
| W2 | A weapon's tooltip DPS is floor(attackPower × 2 × DPS scale). | datamined |
| B2 | A banner's tooltip Overhealth is its overshield × bannerOvershieldDisplayMultiplier (globalParameters). The stat sheet shows the overshield itself. | datamined |
| S2 | Whole-number lines in Detailed Stats are rounded half-up. | datamined |
| S3 | Percent lines: cut to hundredths, snap to the whole number if within 0.09 of it, then cut to tenths. | datamined |
| S4 | The menu only formats Detailed Stats; the game engine computes the values and sends them to the UI. The formulas are not in the UI code. | datamined |
| LD1 | When a loot event fires, each of its lootQuantity groups keeps only the rows whose minTier–maxTier and minThreat–maxThreat contain the event's level and threat. Each roll of a kept row succeeds when a random number is below the row's chance. | datamined |
| LD2 | Rolls = (1 + player loot bonus × playerLootBonusScalar) × (1 + target loot bonus × targetLootBonusScalar) × (1 + (players − 1) × extraLootBonusPerPlayer) ÷ players. The whole part is the number of rolls; the fraction is the chance of one extra roll. Loot bonus adds rolls; it does not change the chance per roll. | datamined |
| LD3 | A dropped item's level is the event's level (plus the loot category's tierOffset, with chance tierOffsetChance), clamped to the category's minTier–maxTier. | datamined |
| LD4 | The menus show a mission's level as: your level + tierOffset[difficulty], kept within minTier[difficulty]–maxTier[difficulty] (the activity's difficulty arrays). | datamined |
| LD5 | A standard Dreamstone's activities use the dreamstone's activityOverride.minTier; a Volatile Dreamstone uses its own level. Each 'Increase Tier' boss action adds its parameter (1) on top. | datamined |
| AS1 | The Ascension screen has its own copy of the tooltip number code. There, percentages are × 100 with no rounding down, so a 0.004 bonus shows as 0.4% (item tooltips would show 0). | datamined |
| RN1 | A Valorplate Shard (a 'rune' in the files) is evaluated at your level, not at the level it dropped at, and at its own rarity. Its rank (1 to 6: the menu says it can be upgraded up to 5 times) multiplies its Primary Trait values by the Rune.Upgrade row for that rank. | datamined |
| DS1 | Each round the boss rolls its 'Next Boss Actions' (count set by the server). For each pick, only BossAction rows whose tags match the Dreamstone, whose round window contains the current round, and whose exclusion group hasn't been used yet are valid; of those, only the highest-priority rows are kept, then one is picked by weight. Every pick in a round uses the same seed (Dreamstone id + round), so a repeat pick from an unchanged list gives the same row. A picked row's exclusion group then blocks it for the rest of the Dreamstone. | datamined |
| DS2 | An 'Increase Tier' boss action is shown as '+1 Dreamstone Level'. The Dreamstone's level offset is the sum of every applied modification's tier, and it is added to the boss fight and to every round activity (rule LD5). | datamined |
| AD1 | Two augments are adjacent when their sockets are joined by a line (an edge) in the Valorplate's constellation graph. A trait that depends on adjacent augments looks only at the augments in the sockets joined to its own augment's socket. | datamined |
| SK1 | The augment picker offers an augment for a socket when the socket's affinity is White (0), when the augment's affinity is White, or when the two match. | datamined |
| WP1 | Loot categories, items and the trait inside a category are picked by weight: a random number up to the total weight walks down the list. A row with weight 0 is never picked (unless every row has weight 0). | datamined |
| O3 | Each Cursed stack marks the item's last Primary Trait (it can be marked more than once) and one Secondary Trait not yet marked ('Cursed|2'). A marked trait's value is multiplied by the Cursed itemScalingMultipliers row for its paramType column: the Primary row is 0.85 for most columns, the Secondary row −2 for most columns (the negative trait). | datamined; corroborated by T-0006 |
| O1 | An objective trait's text is the objective's localized string (stringTableKey). {Suffix} becomes ' (progress/needed)', and every {Name} becomes that value from the objective's conditions (for example {MinTier} → 50). | datamined |
| O2 | The Cursed mutation opens Cursed Objective slots (their base chance is 0; the mutation adds increasedTraitChanceOffset). Completing an objective removes one Cursed stack and the objective trait, and the objective's lootQuantityGroups pay out. | datamined |
| W1 | A weapon's attack power = itemScaling min/maxWeaponDamage x weapons.damageMultiplier, at tier + upgrade rank (inferred from field names and rule U2). The tooltip then applies rule W2. | untested (fits the 2026-09-26 recon, read by eye) |
| L1 | A life stone's healing = itemScaling min/maxPotionHeal x potions.healScalar, at tier + upgrade rank (inferred from field names and rule U2). The tooltip rounds it (rule T1). | untested (fits the 2026-09-26 recon, read by eye) |
| B1 | A banner's overshield = itemScaling min/maxBannerOvershield x banners.overshieldScalar, at tier + upgrade rank (inferred from field names and rule U2). The tooltip multiplies it (rule B2). | untested (fits the 2026-09-26 recon, read by eye) |
Retired rules
- H1: Rank 3 multiplies secondary traits by Item.Upgrade.Rank.3.SecondaryTrait.1. Replaced by U1 (tier + offset), read from the UI code 2026-09-26.
- H2: Upgrade rank n evaluates the Primary Attribute at tier + n. Now U2, read from the UI code 2026-09-26.
- D1 (old): Whole-number placeholders show the window rounded half-up. Wrong for tooltips: they round down (new D1).
Statuses
Art
Item icons and Valorplate portraits are the game's own art, taken from the game files: 365 item icons and 12 Valorplate side profiles from the menus. They belong to Counterplay Games. Wyatt decided on 2026-09-26 to use them in this private prototype; using them on a public site is a separate decision.
Data build
Built from game version 5.1.23-prod-stable, generated 2026-10-01 20:12.
- Game data:
Aperion/Content/Aperion/Data/Gameplay/SourceData/source_data.jsonversion 3.2.29, SHA-25620787b0ed6249963dc200c5fa2e99f85f2001ca5fba54278e96723e42a3fbfcb - Art: 365 icons packed into 5 atlases by
tools/build_wiki_art.py