Data comes from the game's master_part, master_item and master_part_research tables and the icons from its UI packages. Scaling comes from master_atk_scale, where each attack says how much of its damage follows STR and how much DEX, and damage types from master_part_atkattr. Blueprint sources come from master_floor_drop_gen (which floors' treasure boxes, Treasure Tubers and Haters can give each blueprint) and from the shop, quest and reward tables; the percentages are the chance that one box, Treasure Tuber or Hater of that kind gives this blueprint, shown as a range where it differs between floors or areas. The game data sets odds for groups of blueprints, so a group's chance is split evenly between its members here. Crafting materials have their own page. A tier with no icon of its own borrows the one from the tier below, and gold variants use the plain version's icon; the three Jackal "D" weapons have none. The table in each piece's detail view gives its attack or defence, durability and stat requirement at every upgrade level, and the SPLithium and materials needed to reach that level (SPL = SPLithium). The game stores a second, lower attack or defence number for each piece whose meaning is unclear; it is not shown. The per-level attack values match the game for the pieces checked (Jungle Machete, 32 at +4; Buzzsaw Masher +, 2,499 at +12 and 2,574 at +13). Upgrade costs per level are worked out from the stored base amounts and growth factors, and match the game for the step checked (Buzzsaw Masher + from +12 to +13: 54,588 SPLithium and the same five materials). The stat requirement shown is before any decal that lowers requirements. The data also holds a waiting time per upgrade, which the game no longer applies, so it is not shown. "Overlimit" marks the uncapped tier of a line, which the game itself gives the same name as the tier before it. Blueprints are left out because each one maps to a piece already listed.
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