How the Minecraft Dungeons II Data Works

Every number on these pages is read from Minecraft Dungeons II's own files (version 1.1.1.0 (Steam build 25041023)) or calculated from them by a formula listed here. Nothing is estimated from gameplay footage, and where the files don't say, the page says so.

Game version
1.1.1.0Steam build in the files
Data built
September 29, 2026
Entries
762items, mobs, areas, quests…
Melee timings
56 of 58 exact
Languages
10game names in 9 of them

Evidence labels

LabelWhat it means
Game dataRead directly from the game's data tables for version 1.1.1.0 (Steam build 25041023): names, stats, effects, drop pools, spawns, quests and map points.
CalculatedWorked out from game data by a formula on this page, such as DPS, tiers, drop chances and percentiles.
SteamFrom Steam's public achievement statistics: official achievement names and the share of players who unlocked each one, refreshed every few hours.

Where the data comes from

Five sources, all from the game itself or Steam.

  • Game data tables. Items, enchantments, effects, mobs, areas, quests, vendors and loot tables from the installed game, version 1.1.1.0 (Steam build 25041023).
  • The game's own text. Names, descriptions, quest objectives and the tutorial log come from the game's translation files, so official terms match what you see in game. Vietnamese isn't shipped by the game, so entity names there are English.
  • Icons and portraits. Item icons are the game's textures. 181 mob portraits were rendered from the game's own 3D models.
  • World map. The map art is the game's own world map texture, and each point is placed with the game's map calibration.
  • Steam. Official achievement names in each language and global unlock rates, from Steam's public achievement pages and API.

Calculations

Calculated

Every derived number, and exactly how it's worked out.

  • Melee DPS. The damage of every attack in the combo, added up, divided by the combo's animation length (read from the weapon's animation sections, adjusted by its attack speed). Single target, base stats. 56 of 58 melee weapons have exact timings; the others show no DPS.
  • Ranged DPS. Damage of one shot, counting every projectile, divided by the seconds between shots. This is burst damage while ammo lasts; charged shots and ammo recharge are left out.
  • Tiers. A weapon's DPS as a share of the best weapon in its class (weight class for melee, bow or crossbow for ranged): S at 90% or more, then A 80%, B 70%, C 60%, D below.
  • Rarity and drop chances. The game's rarity weights for each source (chests, bosses, quests) are applied to its default weights and turned into percentages. Item pages only show odds for items with a Unique version, where the files say what a Unique roll becomes.
  • Percentiles. A stat's percentile is the share of weapons in the same class with a lower value, counting ties as half.
  • Enchantment and effect text. The game's description templates are filled with each tier's values from the ability data, in the game's own wording.

What the data doesn't cover

Known limits, stated so nothing on the site pretends otherwise.

  • Some melee timings. 2 melee weapons (Short Spear, Spectral Spear) have combo animations that couldn't be read exactly, so they show no DPS and aren't ranked.
  • Spawn lists. Mob lists per area are what the level spawn data places there (10 regions have spawn data). Procedural dungeons, rifts and soul storms add more.
  • Levels and difficulty. Weapon and mob stats are base values. Item level, difficulty and the game's level-based damage curves change the numbers you see in a real fight.
  • Drop rates. Drop chances come from the game's loot weights, not from counting real drops, and some loot pools depend on the area's level.
  • Patches. The data reflects one game version (1.1.1.0 (Steam build 25041023)). When the game updates, the data is rebuilt from the new files and the version shown on every page changes.
  • Vietnamese names. The game has no Vietnamese text, so item, mob and quest names on Vietnamese pages stay in English; the rest of the page is translated.

762 entries are read from Minecraft Dungeons II version 1.1.1.0 (Steam build 25041023), built on September 29, 2026. DPS and tiers are calculated from exact attack timings for 56 of 58 melee weapons and every ranged weapon. Every number carries a label saying whether it is game data, calculated or from Steam.

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Methodology FAQ

Where does MetaBot's Minecraft Dungeons II data come from?

From the game's own data tables, text, textures and models (version 1.1.1.0 (Steam build 25041023)), plus Steam's public achievement statistics.

How accurate are the stats?

Stats marked as game data are the exact values in the files for version 1.1.1.0 (Steam build 25041023). Calculated numbers follow the formulas on this page and use base stats, so enchantments, gear effects and difficulty change what you see in a fight.

How is weapon DPS calculated?

Melee: total combo damage ÷ combo animation length, from exact timings for 56 of 58 weapons. Ranged: shot damage ÷ seconds between shots. Both at base stats against one target.

Are the drop chances real drop rates?

They are the game's own loot weights converted to percentages, not counts of observed drops.

Is the data updated when the game patches?

Yes. The data is rebuilt from the new game files, and every page shows the game version it was built from (currently 1.1.1.0 (Steam build 25041023)).