Fidelity map: how close each part of Bezgelor is to WildStar

What this page is. A mechanical evaluation, made from the evidence in this repository: headless test runs, the client's own code, our audits and registries, and the retail facts we have harvested. It is meant to guide testing and to show where further work is best spent. Actual results in play may differ, and finding out where they do is exactly what testing is for. Each row links its client test as a way to help.

This page rates every game system and every zone of Bezgelor on one scale, and says what each rating rests on. It is for players who want to know what to expect, for contributors looking for the gap worth closing next, and for people who played the live game and can tell us whether we got something right.

The scale

The same scale rates systems, zones and instances. Each level is a number with a word: 0 Unbuilt, 1 Working, 2 Complete, 3 Checked, and a + means partway to the next level (1+ is Working+). The number and the word mean the same thing wherever this site uses them. Each level has one test per kind of thing rated, below; a word means exactly what its row says and nothing more, and a level includes the ones below it.

Level Word A system A zone An instance
0 Unbuilt Not built. No creature spawns. Not built.
0+ Unbuilt+ Built, not yet shown to work over the real protocol. Creatures are placed, but no run has completed its quests up to the zone's top level band while finishing at least 80% of the quests it took. Researched or partly built; it cannot be run start to finish.
1 Working A headless client uses it over the real protocol in a test, start to finish. Headless or human runs completed its quests up to the zone's top level band and finished at least 80% of the quests they took. Runs start to finish: spawns and trash, bosses with their real abilities, phases, an enrage where there is one, loot, entry and exit, lockouts.
1+ Working+ Level 1, and an audit against the retail record or the client's code covers part of it. Level 1, and at least 95% of its archived quest pages and of its creatures' retail health captures agree with our data. Level 1, and some of the documented mechanics are in.
2 Complete Every documented rule is in, the guesses are labelled, and no per-case patch stands where a general rule exists. Level 1+; no quest the levelling runs took stopped; its newest coverage sweep played every quest the game still offers to the hand-in, none failing; and at least 80% of its vendors with an archived page sell that list. Every documented mechanic is in: telegraphs, interrupt armor, add waves, medals, adventure branches, with timers taken from guides.
2+ Complete+ Level 2, and part of it is checked against the client's code or retail captures. Level 2, and either 95% of its quest rewards agree with the archive or the client's message parser checked every packet of the runs. Level 2, and part of it is tuned by the encounter simulator.
3 Checked Checked: the client's own code agrees with ours (the oracle or a differential), or, where the client holds no code for the rule, the retail captures of the server's output do. Level 2, with both: rewards agree (95%) and every packet checked by the client's parser. Tuned: the encounter simulator matches the guides and archived boss numbers (timings, health, damage), and headless groups run it end to end.

Zone levels are worked out from the zone measurements by tools/community/fidelity_map.py, which refuses any other rating; system levels are kept by hand against the system test; instance levels are kept on the instance page. In the game, /c progress tells a player the zone or instance test in plain words. The checks named above are the oracle, the differentials and the ground truth.

Two rules keep the ratings honest:

  • A rating is earned by evidence, never by impression. Where the evidence is thin, the lower level stands and the row says what is missing.
  • Every level rests on what a machine can check: headless clients that play over the real protocol with every packet checked by the WildStar client's own message parser, differentials that run the client's own functions against ours, and comparisons with the client's tables, archived retail pages and retail captures. Playing in the client tests the result; what testers find moves ratings like any other evidence, but no level waits for it.

Where our data differs from retail, and how sure we are of each piece, is in Bezgelor and WildStar: where we differ.

At a glance

  • Systems: creature health and level are 3 (a general rule that reproduces 99% of the retail captures). Quest prerequisites are 2 (the client's own evaluator agrees with ours on every sampled case). Quest objectives and rewards, and the shared combat rules, are 1+. Nearly everything else is 1: built, and played over the wire by a headless client, but not yet checked against retail. Warplots are 0.
  • Zones: headless characters have played the Exile path from level 3 to about 13 (the Northern Wilds, Algoroc and Celestion, 1+), the Aurin start (Everstar Grove, 1+), the Dominion starts (Crimson Isle and Levian Bay, 1+ on one Draken and two Mechari runs) and the Dominion levelling zones to level 12 (Deradune and Ellevar, 1). No zone is Complete (2) yet: in each starting zone the quest-by-quest sweep still has quests it could not try or that failed. Every other zone with creatures is 0+. Farside and the level 50 zones have no creature data (0).
  • Instances: Stormtalon's Lair and Kraggar are at Level 3 (simulator-tuned); most dungeons, adventures, raids and world bosses are at Level 2.
  • The weakest evidence: no bot or person has gone past level 15, and the Dominion and Aurin starts rest on a handful of 50-minute to two-hour runs of one race each; creature drops are designed rather than retail, and so is the stock of the 108 merchants with no archived vendor page (a labelled guess filtered of the client rows retail never sold; the 228 with a page sell the archived list); holdout waves and most public event details are guesses.

Systems

"Evidence" links to the test reports, audits and registries a rating rests on. Client tests are the GitHub issues with the steps to follow in the client; they are listed as a way to help, not as a condition for any level.

Combat

System Level Why Evidence What it takes to reach the next level
Combat rules (every class) 1+ A retail audit of 68 combat behaviours: 26 matched, 20 were fixed, 9 are filed, 13 have no retail evidence. The client's own damage and heal formula runs against ours on 13,080 sampled spell rows (5 formula bugs found and fixed). 82% of the 131,010 spell effect rows are handled by general rules, with 2 per-spell code paths. combat audit, spell effects, #110 Documented rules that are missing: Reloaded secondary stats (#97), crowd-control breakout (#98), sprint rules (#99), interrupt armor per row (#234), apply prerequisites (#235), the 13 behaviours with no evidence (#111).
Warrior (levels 1 to 15) 1 The headless day-one run reached level 11 in two hours (107 quests; 48 deaths; the Wave B run before the health, telegraph and bot changes: level 13, 186 deaths). Its whole level 1 to 15 kit is cast in a test. day one, combat loop Abilities past level 15 (#311) and the shared combat rules above. How to help: #68, #75, #81.
Engineer (levels 1 to 15) 1 Day one reached level 13 (125 quests; 79 deaths; Wave B: level 14, 248 deaths). Kit cast in a test. day one, class abilities As for the Warrior.
Esper (levels 1 to 15) 1 Day one reached level 11 in two hours (102 quests; 28 deaths; Wave B: level 15 in 110 minutes, 84 deaths, before the telegraph rows stopped counting several times). Kit cast in a test. day one, class abilities As for the Warrior.
Medic (levels 1 to 15) 1 Day one reached level 14 in two hours (158 quests; 25 deaths; Wave B: level 15 in 100 minutes, 54 deaths). Kit cast in a test. day one, class abilities As for the Warrior.
Spellslinger (levels 1 to 15) 1 Day one reached level 10 in two hours (88 quests; 47 deaths; Wave B: level 12, 147 deaths). Kit cast in a test. day one, class abilities As for the Warrior.
Stalker (levels 1 to 15) 1 Day one reached level 13 in two hours (124 quests; 85 deaths; Wave B: level 15 in 113 minutes, 168 deaths). Kit cast in a test. day one, class abilities As for the Warrior.
Creature health and level 3 One general rule (BaseHealth + 14 x Stamina, with the client's per-creature overrides) gives 8,616 of 8,734 retail captures exactly, with no special cases; 2,351 creature levels agree with archived pages and 94 do not. ground truth, registry, research At the top. Still open: the 118 captures (1%) the rule does not give, and the other per-creature properties such as interrupt armor and speed (#240).
Creature AI 1 Creatures aggro, chase, leash, evade and respawn by rules from the combat audit. Open-world creatures use only their family's auto-attack, not the abilities archived for them. combat audit, #110 Archived ability lists for open-world creatures (#232); aware stage, evade on timeout, regeneration (#101, #255); developer statements on aggro and leash (#218).
Death and resurrection 1 Die, become a ghost, resurrect and pay durability, over the wire. Wake Here is free and has no cooldown; there is no Holocrypt, countdown or token choice. client session, #78 #100.

Questing and the open world

System Level Why Evidence What it takes to reach the next level
Quests (objectives and rewards) 1+ The day-one runs complete 120 to 161 quests each; 77% of the 10,031 objective rows are handled by general rules (one per-id list); a 75-behaviour audit (38 matched, 18 fixed, 8 filed); 652 of 654 archived quest pages agree on level and 653 on experience. quest audit, registry, ground truth, #185, #228 The objective rows not yet handled by a general rule, type 46 (#222), ignored Quest2 columns (#156), kill credit (#157), missing experience sources (#159), the quests that stop (#178) and 64 reward lists that differ (#239).
Quest prerequisites 2 The client's own prerequisite evaluator, run under emulation, agrees with ours on 6,000 sampled real cases (it found 6 evaluation bugs, all fixed). Every established or probable type goes through the one evaluator except TrueLevel (177), which a second code path reads directly. 652 of 654 archived quest pages agree on the minimum level. 52% of the 49,184 conditions use types whose meaning is known; the rest are open questions. registry, #228 TrueLevel through the evaluator (#221); then the differential extended beyond the 13 types it models (PublicEventTeam, 120, the latest: #312), and the open types read from the client's per-type functions.
Paths 1 Each path's mission kinds play over the wire: a Soldier holdout won, an Explorer vista, a Scientist scan, a Settler build. 235 of the 342 mission target records are guesses (mostly holdout wave contents). path missions, research, guesses, #85 Retail evidence for wave contents; path missions in the day-one runs (they try few). How to help: #65, #85.
Holdouts 1 97 holdouts placed, with their beacons and wave counts from the client; which creatures come in each wave is a guess. path missions, guesses Wave contents from captures, guides or video. How to help: #85.
Public events 1 The events the server runs can be joined, completed and rewarded over the wire. But it runs only 18 of the 115 open-world events the client places in these zones (9 of the 18 are world bosses), and a third of the client's event objective rows are handled by general rules; instance scripts name 156 objective ids. event session, registry, guesses, #82 The other open-world events (#310); objective types without a rule (#244, #245); ids in scripts (#242, #243).
Challenges 1 Challenges unlock, start from the client and pay bronze, silver and gold, over the wire, from the client's 643 challenge rows. event session, #82 A rules audit against the retail record, as for quests and combat; the instance challenges still unbuilt (see each instance). How to help: #82.
Achievements 1 Reaching level 10 earns its achievement and title, kept across a relog, over the wire. progression, #73 Tradeskill achievement types (#165); a rules audit. How to help: #73.
Reputation 1 Reputation is earned and kept over the wire; quest thresholds follow standing. progression, #73 Reputation requirements in the quest log (#156); a rules audit. How to help: #73.
Travel 1 Taxi flights, bind and recall (with the cooldown kept across a relog) and teleports, over the wire. client session, services, research A rules audit (taxi routes and costs, recall rules) against the retail record. How to help: #64, #78.
New player experience 1 (Exile) The server-driven tutorial and the Exile arkship play over the wire. The Dominion arkship is not built. NPE session, research, #104 The Dominion arkship (#118).

Items and the economy

System Level Why Evidence What it takes to reach the next level
Loot 1 Pinatas, vacuum, tagging and group rules work over the wire. What drops is designed: of 769 creatures with archived drop records, 21 have pools that hold what they dropped, and junk is 70% of our minor drops against 37% of the recorded ones. ground truth: drops, research, #80 Drop pools from the archive (#233, #217); creatures with no model (#200).
Vendors and economy 1 Buying, selling, repair and the bank work over the wire. Vendor stock is the archived retail list for the 228 vendors with an archived page (2014-2017 pages; prices are the client's, not the archive's); the 108 merchants with no page serve their generated list, a labelled guess filtered of the client rows retail never sold. Quest money follows the client's table, which is 20 to 50% above the launch-era wiki (a build difference, not settled). ground truth: vendors, services, #78 Pages for the 108 merchants with none (the archive lacks them; a screenshot of the vendor window would settle each), and the 13 merchants the archive lists that our data does not flag as vendors.
Crafting and gathering 1 Learn a tradeskill, gather, fill the satchel and craft, over the wire; grid crafting, circuits, salvage, runes and work orders are built. Nothing is compared with retail yet; 12 of the 70 chosen values are guesses. crafting session, research, #114, #183 #161 to #165.
Marketplace and storefront 1 Commodity exchange, auction house, the store (2,073 offers from the client's tables, paid or free), reward tracks and daily login, over the wire. store session, marketplace, storefront, #140, #141 #130 to #137.
Player-to-player trade 1 All 13 trade messages, an atomic exchange, over the wire. trade session, research A rules audit against the retail record. How to help: #121.

Housing, collections and social

System Level Why Evidence What it takes to reach the next level
Housing 1 The main house placed, decor moved, a neighbour invited who visits, a harvest plug gathered and decor buffs, over the wire. housing, plugs, research, #113, #160 Community plots and warplot plugs (#154), challenge and expedition plugs (#152), mannequins (#153).
Mounts 1 Unlock, summon from the ability slot, ride and dismount, over the wire. Riding spells are a per-id list. client session, research A general rule for riding spells (#238). How to help: #67.
Pets and costumes 1 Costumes, dyes, vanity pets, flair and account items, over the wire. appearance session, #83 A rules audit against the retail record; mannequins (#153). How to help: #83.
Social, groups and guilds 1 Friends, ignore, whispers, channels, /who, groups, guilds, circles and the guild bank, over the wire. social, groups, guilds, research The Report Player window (#252); a rules audit. How to help: #34, #74, #87.
Mail 1 Two players mail items, credits and a cash-on-delivery, then return and delete, with atomic transfers, over the wire. mail session, research A rules audit (postage, expiry, limits) against the retail record. How to help: #72.
Group finder 1 A group and two solo players are matched into one Evil from the Ether, play a phase and leave, over the wire; every MatchingGame message is built. matching session, research A rules audit (role checks, penalties, queue rules) against the retail record. How to help: #112.

PvP

System Level Why Evidence What it takes to reach the next level
Duels 1 Challenge, accept, fight to 1 health, forfeit by leaving, and refusals, over the wire, with rules read from the client. duel session, research A rules audit against the retail record. How to help: #71.
Battlegrounds 1 A GM-started one-against-one match of Walatiki Temple and of Halls of the Bloodsworn plays from preparation to result and reward over the wire; full teams through the queue have not been run headless. 22 of their 45 chosen values are guesses. battleground, Halls, #138, #155 Values to confirm (#126), Walatiki details (#124), Halls positions and ejectors (#144, #145), rated play (#123).
Arenas 1 The Slaughterdome plays as the final client's team deathmatch over the wire, from the queue through respawns and elimination to the result. The second arena and rated arena teams are not built. Slaughterdome, #191 The Cryo-Plex (#186), arena teams and ratings (#187), #188 to #190.
Warplots 0 Not built; only a hand-written plug list exists. master plan, guesses Built after the levelling and group content (master plan, Tier 5).

Zones

A zone's rating says whether a character can level through it. The numbers below are measured, not judged: each zone's quests, creatures, headless runs and agreement with retail sources, updated automatically from the game data. Instances inside a zone are rated separately (next section).

The client also has quests in places this table leaves out: about 1,600 Quest2 rows name no zone, and others belong to instances, housing, test areas and Murkmire (178 quests; we have not found evidence that it was open in the final game). Tell us if it was.

Updated automatically from the game data, the ground-truth reconciliation and the newest day-one reports in test-reports; see how ratings change.

Day-one runs used (2026-10-28): spellslinger, spellslinger, spellslinger, spellslinger, spellslinger, engineer, engineer, esper, esper, medic, medic, spellslinger, spellslinger, stalker, stalker, warrior, warrior, engineer, engineer, esper, esper, medic, medic, spellslinger, spellslinger, spellslinger, stalker, stalker, warrior, warrior, warrior, engineer, esper, medic, medic, stalker, stalker, engineer, engineer, engineer, engineer, esper, esper, medic, medic, medic, medic, spellslinger, spellslinger, spellslinger, spellslinger, stalker, stalker, stalker, warrior, warrior, warrior, warrior, engineer, engineer, esper, esper, medic, medic, spellslinger, spellslinger, stalker, stalker, warrior, warrior, engineer, engineer, engineer, esper, esper, esper, medic, medic, spellslinger, spellslinger, stalker, stalker, warrior, warrior, engineer, esper, medic, engineer, engineer, esper, esper, medic, medic, spellslinger, spellslinger, spellslinger, spellslinger, stalker, stalker, stalker, stalker, warrior, warrior, warrior, warrior, engineer, engineer, engineer, engineer, esper, esper, esper, esper, medic, medic, medic, medic, spellslinger, spellslinger, spellslinger, spellslinger, stalker, stalker, stalker, stalker, warrior, warrior, warrior, warrior, esper, esper, medic, spellslinger, spellslinger, stalker, stalker, engineer, engineer, warrior, warrior, warrior, warrior, engineer, engineer, engineer, esper, esper, esper, esper, esper, medic, spellslinger, stalker, stalker, warrior, warrior, warrior, engineer, esper, medic, spellslinger, stalker, warrior, esper, esper, esper, warrior, warrior, esper, esper, warrior, warrior.

Zone ratings

Zone Level Why Evidence What it takes to reach the next level
Northern Wilds (starting zone, 3 to 5, Exile) 1+ Six headless characters played it start to finish over the real protocol; the 2026-10-15 runs also completed Shellshock! (20 quests done, none stops). The 2026-10-17 sweep played 25 of its quests to the hand-in with none failing, but could not try one (no live quest giver). Quest facts agree with the archive, creature health with the retail captures, vendors with an archived page sell that list. numbers, day one, archive, events The quest the sweep could not try (Complete); quest rewards from the archive (#239); the client tests #109 and #142.
Algoroc (levelling zone, 6 to 12, Exile) 1+ The day-one runs levelled through it from 6 to 13 on its quests (52 completed); 12 quests they took still stop. Quest facts agree with the archive, creature health with the retail captures, vendors with an archived page sell that list. numbers, day one, archive, events The stopped quests fixed (#178); then reward lists (#239) and drops (#233) from the archive.
Celestion (levelling zone, 6 to 12, Exile) 1+ The day-one runs levelled through it from 6 to 13 on its quests (50 completed); 10 quests they took still stop. Quest facts agree with the archive, creature health with the retail captures, vendors with an archived page sell that list. numbers, day one, archive, events The stopped quests and the Support Training rooms (#178, #158); then reward lists (#239) and drops (#233) from the archive.
Everstar Grove (starting zone, 3 to 5, Exile) 1+ Aurin Esper runs from level 3 (two hours, strict) took the quest chain of the zone, from Nature's Uprising and The Arboretum to Elderoot's Request and Arwick's Revenge, and none of the quests they took in the zone stops. The 2026-10-17 sweep played 23 of its quests to the hand-in; Elderoot's Request failed there and 6 could not be tried (no place found for the quest, or a prerequisite still unmet). Quest facts, creature health and vendors agree with the archive and the retail captures. One class, one race; two NPCs of the chain were placed by us. numbers, day one, archive, events The sweep's failure and the quests it could not try (Complete); quest rewards agree with the archive (#239); other classes and the Mordesh; the two designed NPCs (Queen Myala Everstar, Elderoot) checked in the client.
Crimson Isle (starting zone, 3 to 5, Dominion) 1+ A Draken Stalker played it from level 3 in a 50-minute run: 16 quests completed, none stops. The 2026-10-17 sweep played 28 of its quests to the hand-in with none failing, but could not try 8 (quest givers or receivers with no spawn, no place found for a communicator quest). Quest facts, creature health and vendors agree with the archive and the retail captures. One character, one class. numbers, day one, archive, events The 8 quests the sweep could not try (Complete); quest rewards agree with the archive (#239) and a run with the client parser on (this one had it off); other classes and races.
Levian Bay (starting zone, 3 to 5, Dominion) 1+ Dominion Mechari characters (Warrior, Engineer) played it, from the tutorial or from level 3: 20 quests completed, none stops. The 2026-10-17 sweep played 23 of its quests to the hand-in; 4 failed there and 6 could not be tried. Quest facts, creature health and vendors agree with the archive and the retail captures. numbers, day one, archive, events The sweep's 4 failures and 6 untried quests (Complete); quest rewards agree with the archive (#239); a Cassian and the other classes; the holdout waves are guesses.
Deradune (levelling zone, 6 to 13, Dominion) 1 Dominion Mechari characters levelled through it from 3 to 12 in the two-hour runs: 51 quests completed, 8 still stop (events of another kind, Exo-Lab sub-zones, Tracking Mistclaw, objectives with nothing to activate, and the [GROUP 2+] kills a solo character cannot make). Creature health agrees with the retail captures; no archived quest pages exist for the zone. numbers, day one, archive, events The stopped quests (#342, #343, #344, #345); archived quest pages for the zone.
Ellevar (levelling zone, 6 to 12, Dominion) 1 The Dominion runs reached it at level 11 to 12: 41 quests completed, 10 still stop (Sobering Up, Baiting the Giant, an event objective, the same Exo-Lab and [GROUP 2+] causes as Deradune). Creature health agrees with the retail captures. numbers, day one, archive, events The stopped quests (#353, #354, #343, #342); a run that starts in Ellevar at level 11.
Galeras (levelling zone, 14 to 21, Exile) 0+ Partly played: the runs that reached level 14 completed 32 of its quests, up to level 18, and 5 stopped. Creature health agrees with the retail captures. numbers, day one, archive, events A levelling run through to 21 (#308) and the stopped quests (#178).
Auroria (levelling zone, 15 to 21, Dominion) 0+ Creatures and quests are in; no character has levelled this far in a test. numbers, day one, archive, events A levelling run past 15 (#308).
Whitevale (levelling zone, 15 to 28, both) 0+ Creatures and quests are in; no character has levelled this far in a test. numbers, day one, archive, events A levelling run past 15 (#308).
Farside (levelling zone, 25 to 34, both) 0 The client has its 270 quests, but there is no spawn data: only the Mechathorn world boss is placed. numbers, events Spawns for Farside: no retail capture survives, so they would have to be derived from the client tables (#309).
Wilderrun (levelling zone, 25 to 40, both) 0+ Creatures and quests are in; no character has levelled this far in a test. numbers, archive, events A levelling run past 15 (#308).
Malgrave (levelling zone, 35 to 45, both) 0+ Creatures and quests are in; no character has levelled this far in a test. numbers, archive, events A levelling run past 15 (#308).
Grimvault (levelling zone: Western and Southern Grimvault, Blighthaven, the Defile, 45 to 50, both) 0+ Creatures and quests are in; no character has levelled this far in a test. numbers, archive, events A levelling run past 15 (#308).
Northern Wastes (level 50 zone, level 50, both) 0 The client has its quests (under its own branch of the zone tree); there is no spawn data. numbers Spawns derived from the client tables (#309).
Crimson Badlands (level 50 zone, level 50, both) 0 The client has its quests (under its own branch of the zone tree); there is no spawn data. numbers, events Spawns derived from the client tables (#309).
Star-Comm Basin (level 50 zone, level 50, both) 0 The client has its quests; there is no spawn data. numbers Spawns derived from the client tables (#309).
Arcterra (level 50 zone, level 50, both) 0 The client has its quests and public events; there is no spawn data. numbers, events Spawns derived from the client tables (#309).
Thayd (Exile capital, 10 to 50, Exile) 0+ Captured vendors, trainers and services stand where they did; the runs completed 7 capital quests, most were not tried. numbers, day one, archive A run through the capital quests (#308).
Illium (Dominion capital, 10 to 50, Dominion) 0+ Captured vendors, trainers and services stand where they did; the capital quests have not been played through. numbers, day one, archive A run through the capital quests.

Zone measurements

  • Quests: rows of the client's Quest2 table in the zone (every faction and type).
  • Creatures: spawns from the retail captures of the NexusForever world database, plus the creatures we place ourselves for quests whose targets were never captured (designed).
  • Day one: quests the newest headless runs completed, quests they took and could not finish, and the level of the highest quest completed (the zone's level range is in the first table: the 10th to 90th percentile of its quest levels).
  • Sweep: the zone's newest coverage sweep, which plays each quest on its own to the hand-in: quests that passed, failed, and were not tried (left out: quests the game itself no longer offers at these levels). See test-reports.
  • Quest facts: quests whose level, minimum level, giver, experience and credits agree with the archived quest page, of those with a page; rewards is the same for the reward items.
  • Health: creatures whose maximum health equals the retail capture (within 1.5%).
  • Vendors: vendors whose stock matches the archived vendor page, of those with a page.
  • Events: open-world public events the server runs, of the client's open-world event rows in the zone (the hand-written definitions and those generated by tools/research/open_world_events.py).
  • Event quests: quests of the zone whose objective is a public event (CompleteEvent), of which a run of the event completes (an open-world event, or an instanced one in the world the quest is done in); the rest are completed by a map marker the server stands in for the event, follow the step before, or wait for a dungeon or adventure run (see tools/community/event_quests.py, open-world-events).
Zone Quests Creatures (designed) Day one: done / stuck (top level) Sweep: passed / failed / not tried Quest facts Rewards Health Vendors Events Event quests Level
Northern Wilds 33 701 (13) 24 / 0 (5) 25 / 0 / 1 21 of 21 (100%) 3 of 8 (38%) 103 of 104 (99%) 1 of 1 (100%) 1 of 1 — 1+
Algoroc 168 3358 (65) 104 / 0 (13) 105 / 4 / 9 136 of 139 (98%) 18 of 35 (51%) 497 of 501 (99%) 14 of 14 (100%) 4 of 6 0 of 3 1+
Celestion 179 5383 (68) 115 / 1 (13) 114 / 3 / 11 144 of 147 (98%) 18 of 32 (56%) 552 of 557 (99%) 17 of 17 (100%) 3 of 5 0 of 5 1+
Everstar Grove 31 1207 (21) 20 / 1 (6) 23 / 1 / 6 23 of 23 (100%) 3 of 8 (38%) 144 of 146 (99%) 2 of 2 (100%) 1 of 1 — 1+
Crimson Isle 37 1001 (7) 21 / 0 (5) 28 / 0 / 8 26 of 26 (100%) 3 of 10 (30%) 98 of 98 (100%) 1 of 1 (100%) 1 of 1 — 1+
Levian Bay 37 1383 (33) 23 / 0 (5) 23 / 4 / 6 28 of 28 (100%) 3 of 9 (33%) 117 of 117 (100%) 3 of 3 (100%) 1 of 1 — 1+
Deradune 190 4442 (58) 109 / 3 (13) 118 / 7 / 14 — — 518 of 519 (100%) 12 of 12 (100%) 7 of 7 0 of 5 1
Ellevar 168 4373 (107) 93 / 4 (14) 97 / 10 / 8 — — 358 of 361 (99%) 13 of 13 (100%) 5 of 7 0 of 5 1
Galeras 168 5134 (57) 44 / 5 (18) 50 / 2 / 4 — — 601 of 616 (98%) 10 of 10 (100%) 2 of 6 0 of 5 0+
Auroria 198 5502 (27) 13 / 1 (15) 41 / 2 / 5 — — 641 of 648 (99%) 20 of 20 (100%) 4 of 7 0 of 6 0+
Whitevale 314 7262 (0) 0 / 1 (—) — 270 of 270 (100%) 44 of 54 (81%) 730 of 733 (100%) 30 of 30 (100%) 4 of 7 1 of 7 0+
Farside 270 0 (0) 0 / 0 (—) 0 / 0 / 1 — — — — 3 of 4 0 of 10 0
Wilderrun 223 4861 (0) 0 / 0 (—) — — — 534 of 553 (97%) 16 of 16 (100%) 4 of 4 1 of 11 0+
Malgrave 218 7819 (0) 0 / 0 (—) — — — 611 of 620 (99%) 17 of 17 (100%) 3 of 14 0 of 7 0+
Grimvault 366 11630 (0) 0 / 0 (—) 0 / 0 / 1 — — 1050 of 1075 (98%) 3 of 3 (100%) 10 of 20 0 of 26 0+
Northern Wastes 42 0 (0) 0 / 0 (—) — — — — — 0 of 0 0 of 6 0
Crimson Badlands 44 0 (0) 0 / 0 (—) — — — — — 1 of 1 0 of 5 0
Star-Comm Basin 19 0 (0) 0 / 0 (—) — — — — — 0 of 3 0 of 2 0
Arcterra 63 0 (0) 0 / 0 (—) — — — — — 8 of 16 0 of 2 0
Thayd 145 1768 (17) 10 / 0 (14) 15 / 1 / 2 — — 383 of 384 (100%) 43 of 43 (100%) 0 of 2 — 0+
Illium 144 1211 (25) 3 / 1 (14) 12 / 0 / 4 — — 310 of 313 (99%) 44 of 44 (100%) 0 of 2 — 0+

"Level" is the level these numbers give by the rules in "How ratings change"; the rating in the first table must equal it.

Instances

These are the levels of the instance page, copied by tools/community/fidelity_map.py from tools/community/instance_results.py; they are not re-rated here. The instance tests of each level are in the scale table above. The client tests are how you can help check them in play.

Instance Level (instance page) Client test
Protogames Academy (dungeon, level 10) 2 #223
Ruins of Kel Voreth (dungeon, level 25) 2 #177
Sanctuary of the Swordmaiden (dungeon, level 40) 2 #201
Skullcano (dungeon, level 35) 2 #202
Stormtalon's Lair (dungeon, level 20) 3 #179
Ultimate Protogames (dungeon, level 50) 2 #246
Crimelords of Whitevale (adventure, level 40) 2 #262
The Bay of Betrayal (adventure, level 50) 2 #339
The Hycrest Insurrection (adventure, level 15, Exile) 2 #268
The Malgrave Trail (adventure, level 45) 2 #281
The Siege of Tempest Refuge (adventure, level 30) 2 #295
War of the Wilds (adventure, level 25) 2 #319
Deep Space Exploration (expedition, level 33) 1 #362
Evil from the Ether (expedition, level 20 to 26) 1 to 2 #167
Infestation (expedition, level 19) 2 #362
Outpost M-13 (expedition, level 12 and up) 1 to 2 #167
Rage Logic (expedition, level 27) 1 #362
Space Madness (expedition, level 31) 1+ #362
The Gauntlet (expedition, level 41) 1 #362
They Came from Fragment Zero! (expedition, level 6) 2 #362
Datascape (raid, level 50, 20 players) 2 #261
Genetic Archives (raid, level 50, 20 players) 2 #241
Initialization Core Y-83 (raid, level 50, 20 players) 3 #352
Redmoon Terror (raid, level 50, 20 players) 2 #333
Dreamspore (world boss, level 50) 2 #279
Gargantua (world boss, level 50) 2 #288
Grendelus the Guardian (world boss, level 50) 2 #288
King Honeygrave (world boss, level 50) 2 #288
King Plush (world boss, level 50) 2 #304
Kraggar the Earth-Render (world boss, level 50) 3 #184
Mechathorn (world boss, level 50) 2 #288
Metal Maw (world boss, level 50) 2 #279
Metal Maw Prime (world boss, level 50) 2 #279
Scorchwing (world boss, level 50) 2 #279
Sulak the Xenophage (world boss, level 50) 2 #304
Tower-Engineer Renhakul (world boss, level 50) 2 #304
Zoetic (world boss, level 50) 2 #304

The instance page does not list everything yet. From the master plan: the Genetic Archives raid is Level 1 throughout, with all six bosses at Level 2 and four at Level 3 (#241); Gargantua, Grendelus, King Honeygrave and Mechathorn are Level 2 (#288); King Plush, Zoetic, Tower-Engineer Renhakul and Sulak the Xenophage have a Level 2 client test open (#304) and are listed on the instance page as researched only.

How ratings change

  • Only evidence moves a rating. A new headless run, a fix with its test, a differential against the client's code, a harvested retail fact, or a finding from a client test. A rating that turns out too high is lowered, and the row says why.
  • Zone ratings are checked by the script. It works out the level each zone's numbers give, by the zone tests of the scale, and refuses any other rating.
  • System ratings are kept by hand, against the system tests of the scale. They are reviewed when a feature merges or an audit, registry or ground-truth report changes; the master plan's status section links here.
  • The numbers are automatic. The zone and instance tables are updated from the game data and the test reports, and a rating that differs from what its numbers give is refused.

How to help. If you played WildStar, the most useful thing you can do is play a zone or a system on our server and tell us what is different: the client-test issue for it has the exact steps. If you remember or recorded how something was (a vendor's stock, a holdout's waves, a creature's abilities), the ground truth page says what we can use. A screenshot, a video timestamp or a patch note is enough.