War of Genesis Idle Loot Wiki

About

How this wiki is made

No hand-entered numbers. Everything here is read out of War of Genesis: Idle Loot itself and rebuilt whenever the game patches.

Game version
1.0.1
Table build
1245
Engine
Unity 6000.0.59f2 (IL2CPP)
Languages
17

Where the data comes from

War of Genesis: Idle Loot is a Unity IL2CPP client. Its gameplay logic isn't C# — it's TypeScript running on Puerts, and its master data isn't bundled with the game at all: on first launch the client pulls 51 MessagePack tables and an encrypted script bundle from the studio's patch CDN.

The pipeline behind this site does the same thing the game does, then stops and writes JSON:

  • Dump the IL2CPP metadata out of GameAssembly.dll to recover every type, field and enum.
  • Read the patch manifest the client reads, and fetch the same table build (1245).
  • Decrypt the client's TypeScript bundle with the key the client itself derives, which yields the column names for every table — the game defines one class per table with the field order baked in.
  • Parse the MessagePack rows against those column names, and join them to the localization table.
  • Extract the sprites, the UI palette and the two fonts the client ships.

The calculators run the game's engine

The client's Formula class computes every derived stat, and each function logs a template of the expression it just evaluated. Those templates are pure arithmetic over named stats, so the pipeline compiles all 113 of them straight to TypeScript. The calculators then call the same functions the game calls — damage, crit, hit chance, gold and XP gain, drop rates and combat power are computed, not modelled.

Where a calculator needs a rule the formulas don't carry, it comes from the combat code and the page says so: a swing takes SkillSpeedRate ÷ (Final_AttackSpeed ÷ 100) seconds and reaches three enemies, mob waves spawn when the previous wave dies, and mob loot rolls on the stage's own drop timer.

Why the numbers are exact

Because they aren't derived. A stage's drop rate on this site is the same GetRate / MaxRate the server rolls; the combat formulas are the client's own formula templates, copied out of its self-documenting debug log, not reverse-engineered approximations.

You can check any of it: every one of the 51 master tables is browsable and downloadable, with the client's own column names.

The Market

Which entries can reach the Steam Community Market isn't a judgement call: Equip_table and Item_table carry a TradeType column and the client gates listing on it, so the market tracks exactly the 1,248 pieces of gear and 92 items the game allows. Equipment is listed once per grade, which is why a Myth sword and a Rare one are separate markets here as they are on Steam.

Prices are sampled continuously from Steam's public endpoints — median and lowest ask in six currencies, each polled natively rather than converted, plus 24h volume and the live order book. Steam's newer market pages embed no price history, so the chart starts when collection did and fills in from there.

Languages

The game ships 17 languages in a single localization table, and so does this wiki: English, 한국어, 日本語, 简体中文, 繁體中文, Français, Deutsch, Español, Italiano, Português, Polski, Русский, Українська, Türkçe, ไทย, Tiếng Việt, Indonesia. Entity names, descriptions and tooltips switch with the URL prefix; the wiki's own interface text is in English for now.

Known gaps

  • Small monster portraits (portrait_skill_*) aren't in the shipped build — they live in a remote atlas the client only fetches later, so most mobs show a placeholder. Boss splash art is included where the game ships it.
  • The rarity ladder has ten grades but the client defines no colour for Primordial, so it renders white here exactly as it would in game.
  • Anything added in a patch newer than table build 1245 won't be here yet.
  • Farm and drop estimates count whole swings and ignore travel, spawn and animation time, so very fast clears read a little high.

Counts in this build

  • 33 heroes
  • 1,872 equipment
  • 207 items
  • 90 companions
  • 20 passives
  • 1,602 monsters
  • 400 stages
  • 215 skills
  • 159 stats
  • 113 formulas
  • 800 drop groups
  • 229 gacha groups
  • 1,632 localization keys
  • 51 tables
  • 950 effects
  • 40 passive skills
  • 61 constants
  • 168 stat inputs

Disclaimer

Unofficial fan project, not affiliated with Newnormal Soft / LINE Games. All game content, names and artwork belong to them.

Data read from the game client — v1.0.1, table build 1245. How this is made Unofficial fan wiki. Game © Newnormal Soft / LINE Games.