Every interactive calculator and simulator on the wiki, in one place. The combat calculators live on the Combat Formulas page next to the math they use, and the durability simulator on the Durability page; each link below jumps straight to it. The detection-range calculator runs right here. All numbers come from the game's own tables (DS_B.0.3.26).
The full build calculator: pick race, background, talents, offering, gear and inscriptions, and see every final stat plus per-skill damage. The most complete tool on the site.
Enter a unit's six major stats and read the resulting Max HP, Physical and Magic Attack, Attack Speed and Crit, plus what the next point in each stat buys.
Bleeding and Burning per second and total over a duration - flat per stack, never scales with attack power. Poison is non-stacking with an unconfirmed tick rate, so it is documented rather than calculated.
The +10% hit / +5% crit surround bonus per flanking unit. Note: authored in the data but NOT active in this build (no combat code reads it), so it is shown as what it would do if the developers activate it.
Count hits-until-break for a weapon or armor piece given the damage taken, guard and any loss reduction, and the durability you will need to mend back.
Effective monster sight from base vision range, day or night, Night Vision and Stealth, plus threat range and time-to-trigger. Interactive below; full mechanics on the Monster Detection page.
Every skill page and hover tooltip bakes expected damage per cast, damage per energy, area potential and a vs-median comparison, switchable to any saved build.
Model a settler's mood from personality, needs, housing, food and events to see what keeps them content or tips them into a breakdown (work in progress).
Per-floor appearance odds for every room template and spawn group, computed from the level-graph composition and spawn weights.
Detection range calculator try a specific monster
Estimate how far a monster can see you right now. Enter its Vision Range (8 for most monsters, up to 12 for alert scouts, as low as 4-5 for sluggish ones), choose day or night, and toggle Night Vision or your own Stealth. The panel returns the effective sight radius, the fixed threat range, and roughly how long a settler can linger in view before the monster commits to a fight.
The full mechanics - line of sight, the awareness meter, aggro correction and the perception myth - are on the Monster Detection & Aggro page.