Where the numbers came from, and the reference tables that didn't fit elsewhere.
The Android .apk was decompiled and the 737 MB .obb asset pack extracted. The game is Unity, shipped as IL2CPP — native code with a metadata blob.
An IL2CPP dump reconstructed ~900,000 lines of C# type/method signatures, used to read the combat, attribute and power-calculation logic.
Game balance lives in 275 TextAssets inside a config bundle, each XOR-encrypted. Using the 16-byte key found in the client, 270 tables were decrypted to JSON.
Internal ids were cross-referenced against the 8,500-string English localization and an item/type lookup so every value reads in plain English. Art was pulled straight from the Unity sprite bundles.
The client defines 320+ named item types. The load-bearing currencies:
Your commander account runs to level 100, gated by Player EXP. Total EXP to max: ~68 million. Each level grants talent points, a higher energy cap and Diamonds. A slice of the curve:
The stat sheet is deep. The power_calculation table defines 72 derived stats, each with a formula and a Combat-Power weight. The full set of player-facing attributes:
This site is rendered from these decrypted datasets (bundled into the page):
The complete set of 270 decrypted config tables (raw JSON) sits alongside this site in the project folder, together with the extracted sprite library.