Mod
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Where players are most stuck
Every topic, ranked by a single stuck score so the content that most deserves a look sits at the top — high failure that players actually ran into, not a scary percentage over one unlucky attempt.
Ranked by stuck score
Highest first — start at the top
| # | Suspect / topic | Stuck score | n | Raw fail | Adjusted fail |
|---|---|---|---|---|---|
| 1 | Name At SceneTitania | 6.55 | 3265 | 81% | 81% |
| 2 | The LetterTitania | 6.47 | 2332 | 84% | 83% |
| 3 | Missing HoursEmil | 6.47 | 6580 | 74% | 74% |
| 4 | Missing HoursFlordius | 6.37 | 7228 | 72% | 72% |
| 5 | Servant KeyTitania | 6.25 | 7828 | 70% | 70% |
| 6 | Servant KeyFlordius | 6.25 | 3530 | 77% | 76% |
| 7 | Missing HoursLelene | 6.20 | 7323 | 70% | 70% |
| 8 | Missing HoursTitania | 5.32 | 1400 | 74% | 73% |
| 9 | Blood On CuffTitania | 5.26 | 877 | 78% | 78% |
| 10 | MotiveFlordius | 5.03 | 4694 | 59% | 59% |
| 11 | The LetterLelene | 5.01 | 6671 | 57% | 57% |
| 12 | MotiveEmil | 4.46 | 2560 | 57% | 57% |
| 13 | Name At SceneFlordius | 4.23 | 740 | 64% | 64% |
| 14 | The LedgerJeanus | 4.03 | 1906 | 53% | 53% |
| 15 | The LetterFlordius | 3.86 | 1204 | 54% | 54% |
| 16 | Blood On CuffLelene | 3.76 | 162 | 75% | 74% |
| 17 | The LedgerEmil | 3.74 | 114 | 81% | 79% |
| 18 | The LetterEmil | 3.57 | 136 | 74% | 73% |
| 19 | MotiveJeanus | 3.49 | 5065 | 41% | 41% |
| 20 | The LedgerLelene | 3.32 | 1244 | 47% | 47% |
| 21 | Name At SceneJeanus | 3.22 | 359 | 55% | 55% |
| 22 | Name At SceneEmil | 3.04 | 111 | 65% | 64% |
| 23 | Blood On CuffEmil | 2.94 | 1951 | 39% | 39% |
| 24 | Missing HoursJeanus | 2.92 | 235 | 53% | 53% |
| 25 | AlibiJeanus | 2.88 | 237 | 52% | 53% |
| 26 | Blood On CuffFlordius | 2.76 | 282 | 49% | 49% |
| 27 | Name At SceneLelene | 2.44 | 223 | 44% | 45% |
| 28 | The LetterJeanus | 2.42 | 1065 | 34% | 35% |
| 29 | AlibiLelene | 2.41 | 129 | 49% | 50% |
| 30 | The LedgerTitania | 1.91 | 194 | 35% | 36% |
| 31 | Servant KeyEmil | 1.63 | 82 | 34% | 37% |
| 32 | Servant KeyLelene | 1.57 | 106 | 31% | 34% |
| 33 | Servant KeyJeanus | 1.52 | 95 | 31% | 33% |
| 34 | MotiveLelene | 1.11 | 344 | 18% | 19% |
| 35 | Blood On CuffJeanus | 1.08 | 79 | 20% | 25% |
| 36 | AlibiEmil | 1.06 | 2475 | 13% | 14% |
| 37 | AlibiTitania | 0.82 | 1020 | 11% | 12% |
| 38 | The LedgerFlordius | 0.81 | 1417 | 11% | 11% |
| 39 | AlibiFlordius | 0.73 | 166 | 11% | 14% |
| 40 | Crime SceneTitania | 0.68 | 3·small | 67% | 62% |
| 41 | MotiveTitania | 0.68 | 90 | 10% | 15% |
How this is ranked. Stuck score = adjusted failure rate × attempt volume (log-damped). The adjusted rate pulls each topic toward the overall failure rate of 60% by an amount that fades as attempts accrue (strength ≈ 10 attempts) — so a topic failed once can’t outrank one failed forty times, and a single attempt scores zero. It is a deliberate, inspectable heuristic, not a model.
Confrontations
Where players get stuck: pass-rate and attempt volume per suspect & topic, and the failure reasons behind the misses.
Pass-rate by topic
Share of committed attempts that landed
Why players miss
Failure reasons across all failed attempts
Table view
| Suspect | Topic | Attempts | Passes | Pass-rate |
|---|---|---|---|---|
| Titania | Servant Key | 7828 | 2370 | 30% |
| Lelene | Missing Hours | 7323 | 2222 | 30% |
| Flordius | Missing Hours | 7228 | 2042 | 28% |
| Lelene | The Letter | 6671 | 2873 | 43% |
| Emil | Missing Hours | 6580 | 1735 | 26% |
| Jeanus | Motive | 5065 | 2996 | 59% |
| Flordius | Motive | 4694 | 1902 | 41% |
| Flordius | Servant Key | 3530 | 829 | 24% |
| Titania | Name At Scene | 3265 | 618 | 19% |
| Emil | Motive | 2560 | 1104 | 43% |
| Emil | Alibi | 2475 | 2143 | 87% |
| Titania | The Letter | 2332 | 383 | 16% |
| Emil | Blood On Cuff | 1951 | 1197 | 61% |
| Jeanus | The Ledger | 1906 | 889 | 47% |
| Flordius | The Ledger | 1417 | 1263 | 89% |
| Titania | Missing Hours | 1400 | 371 | 27% |
| Lelene | The Ledger | 1244 | 665 | 54% |
| Flordius | The Letter | 1204 | 550 | 46% |
| Jeanus | The Letter | 1065 | 698 | 66% |
| Titania | Alibi | 1020 | 904 | 89% |
| Titania | Blood On Cuff | 877 | 195 | 22% |
| Flordius | Name At Scene | 740 | 266 | 36% |
| Jeanus | Name At Scene | 359 | 163 | 45% |
| Lelene | Motive | 344 | 283 | 82% |
| Flordius | Blood On Cuff | 282 | 145 | 51% |
| Jeanus | Alibi | 237 | 113 | 48% |
| Jeanus | Missing Hours | 235 | 110 | 47% |
| Lelene | Name At Scene | 223 | 124 | 56% |
| Titania | The Ledger | 194 | 126 | 65% |
| Flordius | Alibi | 166 | 147 | 89% |
| Lelene | Blood On Cuff | 162 | 41 | 25% |
| Emil | The Letter | 136 | 36 | 27% |
| Lelene | Alibi | 129 | 66 | 51% |
| Emil | The Ledger | 114 | 22 | 19% |
| Emil | Name At Scene | 111 | 39 | 35% |
| Lelene | Servant Key | 106 | 73 | 69% |
| Jeanus | Servant Key | 95 | 66 | 70% |
| Titania | Motive | 90 | 81 | 90% |
| Emil | Servant Key | 82 | 54 | 66% |
| Jeanus | Blood On Cuff | 79 | 63 | 80% |
| Titania | Crime Scene | 3 | 1 | 33% |
Friction
A pass-rate alone cannot tell good difficulty from bad — a puzzle players lose five times and then beat is a good puzzle. What separates them is what the player does next.
What players do after failing
Each failed attempt, classified by the next thing that player did
Ordered worst-to-best by shade: retrying the same topic is healthy friction; a session ending on a failure is the strongest warning sign. “Left the area” is ambiguous on its own — it may mean walking off in frustration or walking away to fetch evidence.
Attempts before a success
Per topic, across sessions — and whether it was ever solved at all
| Suspect | Topic | Sessions | Solved | Attempts | Avg. tries to pass |
|---|---|---|---|---|---|
| Titania | Crime Scene | 1 | 1 / 1 | 3 | 3.0 |
| Emil | The Ledger | 61 | 22 / 61 | 114 | 1.7 |
| Emil | The Letter | 74 | 36 / 74 | 136 | 1.9 |
| Emil | Name At Scene | 73 | 39 / 73 | 111 | 1.6 |
| Lelene | Blood On Cuff | 84 | 41 / 84 | 162 | 1.8 |
| Emil | Servant Key | 67 | 54 / 67 | 82 | 1.3 |
| Jeanus | Blood On Cuff | 67 | 63 / 67 | 79 | 1.2 |
| Lelene | Alibi | 93 | 66 / 93 | 129 | 1.3 |
| Jeanus | Servant Key | 75 | 66 / 75 | 95 | 1.2 |
| Lelene | Servant Key | 88 | 73 / 88 | 106 | 1.2 |
| Titania | Motive | 86 | 81 / 86 | 90 | 1.0 |
| Jeanus | Missing Hours | 148 | 110 / 148 | 235 | 1.6 |
| Jeanus | Alibi | 158 | 112 / 158 | 237 | 1.4 |
| Lelene | Name At Scene | 154 | 122 / 154 | 223 | 1.4 |
| Titania | The Ledger | 153 | 125 / 153 | 194 | 1.3 |
| Flordius | Blood On Cuff | 200 | 145 / 200 | 282 | 1.3 |
| Flordius | Alibi | 156 | 146 / 156 | 166 | 1.1 |
| Jeanus | Name At Scene | 241 | 163 / 241 | 359 | 1.5 |
| Titania | Blood On Cuff | 451 | 195 / 451 | 877 | 1.8 |
| Flordius | Name At Scene | 437 | 265 / 437 | 740 | 1.7 |
| Lelene | Motive | 300 | 279 / 300 | 344 | 1.1 |
| Titania | Missing Hours | 750 | 367 / 750 | 1400 | 1.7 |
| Titania | The Letter | 1148 | 379 / 1148 | 2332 | 1.9 |
| Flordius | The Letter | 779 | 538 / 779 | 1204 | 1.5 |
| Titania | Name At Scene | 1616 | 608 / 1616 | 3265 | 1.9 |
| Lelene | The Ledger | 854 | 650 / 854 | 1244 | 1.4 |
| Jeanus | The Letter | 816 | 686 / 816 | 1065 | 1.3 |
| Flordius | Servant Key | 1777 | 812 / 1777 | 3530 | 1.8 |
| Jeanus | The Ledger | 1231 | 864 / 1231 | 1906 | 1.5 |
| Titania | Alibi | 921 | 888 / 921 | 1020 | 1.1 |
| Emil | Motive | 1594 | 1077 / 1594 | 2560 | 1.6 |
| Emil | Blood On Cuff | 1430 | 1158 / 1430 | 1951 | 1.3 |
| Flordius | The Ledger | 1261 | 1206 / 1261 | 1417 | 1.1 |
| Emil | Missing Hours | 3297 | 1657 / 3297 | 6580 | 1.9 |
| Flordius | Motive | 2736 | 1804 / 2736 | 4694 | 1.6 |
| Flordius | Missing Hours | 3695 | 1930 / 3695 | 7228 | 1.8 |
| Emil | Alibi | 2131 | 2018 / 2131 | 2475 | 1.1 |
| Lelene | Missing Hours | 3773 | 2102 / 3773 | 7323 | 1.8 |
| Titania | Servant Key | 3938 | 2212 / 3938 | 7828 | 1.8 |
| Lelene | The Letter | 3825 | 2657 / 3825 | 6671 | 1.6 |
| Jeanus | Motive | 3408 | 2750 / 3408 | 5065 | 1.4 |
A topic solved in 0 of its sessions, with attempts on the board, is the signal for content that may be effectively unpassable.
Skill checks
A pass-rate says that a check failed. The margin says by how much — and that difference decides whether the fix is lowering a threshold or accepting that the player brought a different build.
Close enough that the bar itself may be a point or two too high.
A real gap, but a plausible build could close it.
Not built for this route. Tuning the threshold will not help.
Counted once per player per check, not per attempt — a cheap retryable action would otherwise outvote every costly one. A check that was eventually passed in a session is not counted as a failure there.
How far short players fell
Closest failed attempt per check — distance from the passing threshold
What the mod gates on
Every skill and attribute tested, and how often players clear it
| Stat | Type | Trigger | Checks | Distinct | Pass-rate |
|---|---|---|---|---|---|
| Personality | Attribute | player | 2110 | 16 | 55% |
| Personality | Skill | player | 2014 | 16 | 56% |
| Agility | Skill | player | 2009 | 16 | 55% |
| Security | Skill | player | 1995 | 18 | 56% |
| Security | Attribute | player | 1979 | 16 | 55% |
| Acrobatics | Skill | player | 1962 | 17 | 56% |
| Strength | Attribute | player | 1962 | 16 | 55% |
| Alchemy | Skill | player | 1956 | 20 | 57% |
| Acrobatics | Attribute | player | 1949 | 16 | 54% |
| Strength | Skill | player | 1924 | 16 | 55% |
| Alchemy | Attribute | player | 1918 | 16 | 52% |
| Agility | Attribute | player | 1892 | 16 | 56% |
| Luck | Attribute | player | 20 | 1 | 0% |
| Agility | Attribute | passive | 6 | 1 | 100% |
| Restoration | Skill | player | 2 | 2 | 0% |
| Shortblade | Skill | player | 2 | 2 | 100% |
| Alteration | Skill | passive | 1 | 1 | 0% |
| Marksman | Skill | player | 1 | 1 | 100% |
Archetype routes taken: Alchemy (1) · Marksman (1)