Where the site’s data comes from
From game files and captured profiles to the catalogs, research and tools on ToF Hub. What we extract, what we calculate and what we maintain by hand.
Several sources, one site
Info, Datamine and Tools share game catalogs, translations and images. Player records take a separate route through captures and imports. Keeping those sources distinct helps explain why a catalog value, a calculated score and a player’s current stats can differ.
- Client resources
- Game tables, localized descriptions, icons and artwork extracted from an installed PC client.
- Calculations
- Scaling, derived stats, gear scores and simulations computed from supported inputs, with their own assumptions and limits.
- Captures and imports
- Observed profiles, equipment, counters and order history. Coverage depends on what the game sends during collection.
- Editorial content
- Readable names, explanations, artwork selections, team presets and some schedules, maintained separately from extracted game facts.
How each section uses the data
Shared references feed several pages. Each feature selects the relevant records and adds its own presentation or calculations.
Info · catalogs and descriptions
Simulacra, weapons and matrices
Character and weapon records, skills, advancements, traits and matrix effects are joined to EN/RU game text and media. Gacha and MMO retain their own source catalogs; level-dependent values use supported game curves.
Relics and pets
Relic effects and advancements, Smart Servant skills and upgrades come from their game tables and descriptions. Cute pets use their catalog records and images.
Food, cosmetics and artwork
Recipes, ingredients and effects are assembled from item and cooking tables. Cosmetics use unlock records and item metadata. Artwork selection and readable gallery titles include editorial work.
Datamine · modes and mechanics
Origin of War
Season and floor configurations connect enemies, buffs and attributes. Scaling and comparisons are derived from those inputs, in the context of the selected season and difficulty.
Bygone and Sequential
Floor configurations, enemies and scaling tables drive the views. Sequential score and damage analysis add calculations: a modelled threshold is an interpretation, not a recorded combat result.
Boss mechanics
Boss and season tables provide identities, rotation and mechanic references. Readable mechanic cards and selected illustrations include curated descriptions and mappings.
Team raids
Team8P raid tables supply difficulties, entry requirements, rewards and boss mechanics. Original and MMO servers keep separate catalogs; the live weekly rotation is not inferred from client dates.
Items and Handbook
Item records, localized text and icons form the item catalog. Handbook combines progression and equipment references into comparisons and tables.
Multype
A broader asset scan finds modifier structures and their source references. This research snapshot has a separate discovery workflow; exporting the regular catalogs again does not automatically refresh it.
Tools · personal data and models
Build card and Optimizer
A captured or entered loadout is combined with generated equipment, growth and effect references. Build reconstructs supported stats; Optimizer evaluates changes to the supplied gear. Forecasts remain separate from actual captured values.
Ranking and player profiles
Imported player observations and saved builds supply the records. The site calculates comparable gear scores from supported fields. Collection time and server matter: a ranking reflects collected records, not a census of every player.
Wish Tracker and simulator
Imported order records supply personal history, counts, pity and statistics. The simulator generates hypothetical pulls. Catalogs provide item identities and art; banner schedules need a separate maintained source because the client does not provide the full live schedule.
Team and raid compositions
The builder reuses the character, weapon, matrix, relic and pet catalogs. Team choices, notes and presets are authored content, not team recommendations extracted from the game.
From an installed game to an update
The portable exporter runs the processing pipeline near the installed client. The website consumes its finished datasets and media.
Identify the client
Read installation and launcher metadata to record the exported version and branch.
Extract selected resources
UnrealExporter reads configured paths from the game archives: tables, localization and the textures needed by the site.
Process and connect
Processors resolve identifiers and join tables to translations and media. Separate curated inputs add labels, notes and preserved resources.
Generate the site data
Normalization creates EN/RU datasets. Feature generators prepare references for tools and research pages; media processing prepares WebP images and supported PNG downloads.
Validate and package
Dataset checks run before the update archive is produced. A manifest records file hashes; later updates can include only changed files and a list of removals.
Apply and publish
The update is applied to the site’s generated public files and checked before deployment. Exporting a client does not itself publish the website.
ToF Hub Live Capture
Game archives describe systems and items; they do not contain your current account. The Windows capture app collects supported data received while the game is running and saves files the tools can import.
Start before logging in
Choose a task and follow the readiness checks. The app uses the WinDivert driver to observe network traffic and asks for Windows administrator rights.
Follow the in-game prompts
Login and the requested profile, equipment or order-history screens cause the game to send relevant records. The collector decodes supported messages and accumulates observations. Missing fields stay incomplete.
Save and import
Save a .tofbuild for a build, .tofwish for order history or .tofplayers for collected players, then import it in the relevant tool. The site checks format and provenance; a valid file does not prove that every possible field was captured.
Live Capture is separate from the static exporter. Developer research mode can record raw computer traffic, including background apps; its raw archives differ from the task-specific files intended for site imports. Availability depends on the client and task, and some fields remain under investigation.
Checks and limits
- Keep the source attached
- Record the source branch, export or capture time and known provenance. A test client can contain unreleased or unused records.
- Check relationships and calculations
- Validate generated structures, identifiers and media references. Calculation tests and comparisons with observed game values help check the interpretation of raw fields.
- Show uncertainty
- An absent field is not zero. Unknown mappings, partial captures and unresolved mechanics should remain visible instead of being replaced by plausible guesses.
- Separate edits from observations
- Translations, notes, presets and maintained schedules supplement the data without becoming extracted evidence. Edited loadouts and simulations describe a scenario.
A few file terms
.pak / .uasset- Unreal Engine archives and individual assets. Tables, configuration and textures are exported into readable formats.
.locres / JSON- Localization supplies game text. JSON is the exported or generated representation used by the processors and website.
PNG / WebP- Extracted textures are converted for display. WebP serves the site; PNG is retained for supported original-image downloads.
Questions, corrections and updates
The exporter, processors, generators and site code are in the public ToF Hub repository, and its README explains how to build your own copy from an installed client. The contribution page explains how to send a data update; report errors on the feedback page or through GitHub Issues.
ToF Hub is an unofficial community project. Tower of Fantasy data and artwork belong to their respective owners. Extracted resources and calculated models may differ from the behavior of a particular live version.