Understand the failure.
Verify the repair.
Small, reproducible software failures. The broken implementation, the fix that didn’t work, and the one that passed—preserved together.
Explore the cases ↓How results are verified ↗WHAT THE ARCHIVE CONTAINS
100840 executable cases. 20168 are open.
Every case records the implementation that fails, the fix that did not work, and the repair that passed its checks—with recorded outputs and source hashes. This release adds 100840 cases across 20168 failure mechanisms and 254 domains.
The open tier gives you the failure and the unsuccessful fix for one case in every mechanism. The remaining 80672 cases, 5 variants per mechanism, are member-only: the verified repair, its recorded checks, and the full fixture suite are held in the member archive. Read the methodology ↗
A RECORD OF WHAT WENT WRONG
Browse the archive / 100840
Repair bill: Over-repaired items credit the bill · case 01
Items above maximum durability reduce the cost of other repairs.
Repair bill: Over-repaired items credit the bill · case 02
Items above maximum durability reduce the cost of other repairs.
Repair bill: Over-repaired items credit the bill · case 03
Items above maximum durability reduce the cost of other repairs.
Repair bill: Over-repaired items credit the bill · case 04
Items above maximum durability reduce the cost of other repairs.
Repair bill: Over-repaired items credit the bill · case 05
Items above maximum durability reduce the cost of other repairs.
Repair bill: Low-level repairs are free · case 01
Items below item level 4 cost nothing to repair.
Repair bill: Low-level repairs are free · case 02
Items below item level 4 cost nothing to repair.
Repair bill: Low-level repairs are free · case 03
Items below item level 4 cost nothing to repair.
Repair bill: Low-level repairs are free · case 04
Items below item level 4 cost nothing to repair.
Repair bill: Low-level repairs are free · case 05
Items below item level 4 cost nothing to repair.
Repair bill: Discounts stack additively · case 01
Two discounts together are worth more than applying them in turn.
Repair bill: Discounts stack additively · case 02
Two discounts together are worth more than applying them in turn.
Repair bill: Discounts stack additively · case 03
Two discounts together are worth more than applying them in turn.
Repair bill: Discounts stack additively · case 04
Two discounts together are worth more than applying them in turn.
Repair bill: Discounts stack additively · case 05
Two discounts together are worth more than applying them in turn.
Repair bill: Discounted bill truncates fractional copper · case 01
Discounted repairs are a copper cheaper than the ceiling rule.
Repair bill: Discounted bill truncates fractional copper · case 02
Discounted repairs are a copper cheaper than the ceiling rule.
Repair bill: Discounted bill truncates fractional copper · case 03
Discounted repairs are a copper cheaper than the ceiling rule.
Repair bill: Discounted bill truncates fractional copper · case 04
Discounted repairs are a copper cheaper than the ceiling rule.
Repair bill: Discounted bill truncates fractional copper · case 05
Discounted repairs are a copper cheaper than the ceiling rule.
Repair bill: Silver column includes gold · case 01
Bills above one gold show silver counts over 99.
Repair bill: Silver column includes gold · case 02
Bills above one gold show silver counts over 99.
Repair bill: Silver column includes gold · case 03
Bills above one gold show silver counts over 99.
Repair bill: Silver column includes gold · case 04
Bills above one gold show silver counts over 99.
Repair bill: Silver column includes gold · case 05
Bills above one gold show silver counts over 99.
Enchantment upgrade ladder: Roll equal to chance succeeds · case 01
Upgrades succeed one percentage point more often than published.
Enchantment upgrade ladder: Roll equal to chance succeeds · case 02
Upgrades succeed one percentage point more often than published.
Enchantment upgrade ladder: Roll equal to chance succeeds · case 03
Upgrades succeed one percentage point more often than published.
Enchantment upgrade ladder: Roll equal to chance succeeds · case 04
Upgrades succeed one percentage point more often than published.
Enchantment upgrade ladder: Roll equal to chance succeeds · case 05
Upgrades succeed one percentage point more often than published.
Enchantment upgrade ladder: Level six failures are free · case 01
Failing at level six neither downgrades nor consumes protection.
Enchantment upgrade ladder: Level six failures are free · case 02
Failing at level six neither downgrades nor consumes protection.
Enchantment upgrade ladder: Level six failures are free · case 03
Failing at level six neither downgrades nor consumes protection.
Enchantment upgrade ladder: Level six failures are free · case 04
Failing at level six neither downgrades nor consumes protection.
Enchantment upgrade ladder: Level six failures are free · case 05
Failing at level six neither downgrades nor consumes protection.
Enchantment upgrade ladder: Protection is consumed when none remain · case 01
Items are protected by a phantom scroll and protection count goes negative.
Enchantment upgrade ladder: Protection is consumed when none remain · case 02
Items are protected by a phantom scroll and protection count goes negative.
Enchantment upgrade ladder: Protection is consumed when none remain · case 03
Items are protected by a phantom scroll and protection count goes negative.
Enchantment upgrade ladder: Protection is consumed when none remain · case 04
Items are protected by a phantom scroll and protection count goes negative.
Enchantment upgrade ladder: Protection is consumed when none remain · case 05
Items are protected by a phantom scroll and protection count goes negative.
Enchantment upgrade ladder: Level seven items break · case 01
Unprotected level seven failures destroy the item instead of downgrading.
Enchantment upgrade ladder: Level seven items break · case 02
Unprotected level seven failures destroy the item instead of downgrading.
Enchantment upgrade ladder: Level seven items break · case 03
Unprotected level seven failures destroy the item instead of downgrading.
Enchantment upgrade ladder: Level seven items break · case 04
Unprotected level seven failures destroy the item instead of downgrading.
Enchantment upgrade ladder: Level seven items break · case 05
Unprotected level seven failures destroy the item instead of downgrading.
Enchantment upgrade ladder: Stopped ladder consumes an extra roll · case 01
A roll is charged after the item maxed out or broke.
Enchantment upgrade ladder: Stopped ladder consumes an extra roll · case 02
A roll is charged after the item maxed out or broke.
Enchantment upgrade ladder: Stopped ladder consumes an extra roll · case 03
A roll is charged after the item maxed out or broke.
Enchantment upgrade ladder: Stopped ladder consumes an extra roll · case 04
A roll is charged after the item maxed out or broke.
Enchantment upgrade ladder: Stopped ladder consumes an extra roll · case 05
A roll is charged after the item maxed out or broke.
Crafted quality tier: Material weights are ignored · case 01
A small pinch of a rare reagent counts as much as the bulk material.
Crafted quality tier: Material weights are ignored · case 02
A small pinch of a rare reagent counts as much as the bulk material.
Crafted quality tier: Material weights are ignored · case 03
A small pinch of a rare reagent counts as much as the bulk material.
Crafted quality tier: Material weights are ignored · case 04
A small pinch of a rare reagent counts as much as the bulk material.
Crafted quality tier: Material weights are ignored · case 05
A small pinch of a rare reagent counts as much as the bulk material.
Crafted quality tier: Score cap withholds a perfect craft · case 01
Perfect crafts report 99 and the displayed score never reaches 100.
Crafted quality tier: Score cap withholds a perfect craft · case 02
Perfect crafts report 99 and the displayed score never reaches 100.
Crafted quality tier: Score cap withholds a perfect craft · case 03
Perfect crafts report 99 and the displayed score never reaches 100.
Crafted quality tier: Score cap withholds a perfect craft · case 04
Perfect crafts report 99 and the displayed score never reaches 100.
Crafted quality tier: Score cap withholds a perfect craft · case 05
Perfect crafts report 99 and the displayed score never reaches 100.
Crafted quality tier: Cutoff score falls into the lower tier · case 01
A craft exactly on a tier cutoff is graded one tier lower.
Crafted quality tier: Cutoff score falls into the lower tier · case 02
A craft exactly on a tier cutoff is graded one tier lower.
Crafted quality tier: Cutoff score falls into the lower tier · case 03
A craft exactly on a tier cutoff is graded one tier lower.
Crafted quality tier: Cutoff score falls into the lower tier · case 04
A craft exactly on a tier cutoff is graded one tier lower.
Crafted quality tier: Cutoff score falls into the lower tier · case 05
A craft exactly on a tier cutoff is graded one tier lower.
Crafted quality tier: Novices can critically craft · case 01
Crafters below skill 25 still get critical upgrades.
Crafted quality tier: Novices can critically craft · case 02
Crafters below skill 25 still get critical upgrades.
Crafted quality tier: Novices can critically craft · case 03
Crafters below skill 25 still get critical upgrades.
Crafted quality tier: Novices can critically craft · case 04
Crafters below skill 25 still get critical upgrades.
Crafted quality tier: Novices can critically craft · case 05
Crafters below skill 25 still get critical upgrades.
Crafted quality tier: Critical crafts are capped at superior · case 01
A critical masterwork is downgraded to superior.
Crafted quality tier: Critical crafts are capped at superior · case 02
A critical masterwork is downgraded to superior.
Crafted quality tier: Critical crafts are capped at superior · case 03
A critical masterwork is downgraded to superior.
Crafted quality tier: Critical crafts are capped at superior · case 04
A critical masterwork is downgraded to superior.
Crafted quality tier: Critical crafts are capped at superior · case 05
A critical masterwork is downgraded to superior.
Stamina regeneration: Partial regen progress is discarded · case 01
Stamina regenerates slower whenever an event lands between ticks.
Stamina regeneration: Partial regen progress is discarded · case 02
Stamina regenerates slower whenever an event lands between ticks.
Stamina regeneration: Partial regen progress is discarded · case 03
Stamina regenerates slower whenever an event lands between ticks.
Stamina regeneration: Partial regen progress is discarded · case 04
Stamina regenerates slower whenever an event lands between ticks.
Stamina regeneration: Partial regen progress is discarded · case 05
Stamina regenerates slower whenever an event lands between ticks.
Stamina regeneration: Reaching cap exactly keeps the old anchor · case 01
A player refilled exactly to cap keeps a stale timer and regains too early after spending.
Stamina regeneration: Reaching cap exactly keeps the old anchor · case 02
A player refilled exactly to cap keeps a stale timer and regains too early after spending.
Stamina regeneration: Reaching cap exactly keeps the old anchor · case 03
A player refilled exactly to cap keeps a stale timer and regains too early after spending.
Stamina regeneration: Reaching cap exactly keeps the old anchor · case 04
A player refilled exactly to cap keeps a stale timer and regains too early after spending.
Stamina regeneration: Reaching cap exactly keeps the old anchor · case 05
A player refilled exactly to cap keeps a stale timer and regains too early after spending.
Stamina regeneration: Overflow stamina is clamped back to cap · case 01
Potions that push stamina above cap are silently lost on the next update.
Stamina regeneration: Overflow stamina is clamped back to cap · case 02
Potions that push stamina above cap are silently lost on the next update.
Stamina regeneration: Overflow stamina is clamped back to cap · case 03
Potions that push stamina above cap are silently lost on the next update.
Stamina regeneration: Overflow stamina is clamped back to cap · case 04
Potions that push stamina above cap are silently lost on the next update.
Stamina regeneration: Overflow stamina is clamped back to cap · case 05
Potions that push stamina above cap are silently lost on the next update.
Stamina regeneration: Refills cannot exceed cap · case 01
Stamina potions used near full are wasted.
Stamina regeneration: Refills cannot exceed cap · case 02
Stamina potions used near full are wasted.
Stamina regeneration: Refills cannot exceed cap · case 03
Stamina potions used near full are wasted.
Stamina regeneration: Refills cannot exceed cap · case 04
Stamina potions used near full are wasted.
Stamina regeneration: Refills cannot exceed cap · case 05
Stamina potions used near full are wasted.
Stamina regeneration: Overspending drives stamina negative · case 01
Actions costing more than the pool are accepted with negative stamina.
Stamina regeneration: Overspending drives stamina negative · case 02
Actions costing more than the pool are accepted with negative stamina.
Stamina regeneration: Overspending drives stamina negative · case 03
Actions costing more than the pool are accepted with negative stamina.
Stamina regeneration: Overspending drives stamina negative · case 04
Actions costing more than the pool are accepted with negative stamina.
Stamina regeneration: Overspending drives stamina negative · case 05
Actions costing more than the pool are accepted with negative stamina.
INSPECTABLE BY DESIGN
Every result has a runnable source.
Runnable implementations with recorded outputs, source hashes, and explicit contracts. Related variants share a failure mechanism and belong together in evaluation splits.
Read the methodology ↗