The tool walks every valid skill — element x mechanic x modifiers x rarity x tier x variant — and samples a pool of the size you ask for. The first pool builds itself the moment you open the page.

• Strict element isolation and a modifier whitelist: fire never gets a freeze, a pool never gets a chain bounce.

• Power score counts damage over a time window, area, targets, range, control, lifesteal, armor piercing and mana cost — then compares a skill against the median of its own element + mechanic + rarity + tier group. A beam and a blast play differently, so comparing them globally would lie.

• Weighted sampling without repeats: a loot profile (common dominates), a balanced one, and a catalog — an even slice for testing.

• Pool overview: distribution by rarity, element and tier, the median power and an outlier count.

• One seed, one and the same pool. Always.

• Export: JSON, CSV for a spreadsheet, plain-text descriptions and a zip with a Godot 4 loader.

Forty thousand candidates are walked in about a second and a half in a worker thread, and a table of five thousand rows scrolls without a stutter.

Interface in English and Russian.

AI disclosure: the source code was written with an AI assistant. All artwork — the sample sprite and the cover — is drawn procedurally by that code; no image or audio generation models were used, and no third-party assets are bundled.

Published 14 days ago
StatusReleased
CategoryTool
PlatformsHTML5
AuthorFazd
GenreRole Playing
Tagsbalance, gamedev, Generator, Godot, json, Loot, offline, Procedural Generation, tool
AI DisclosureAI Assisted, Code

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