Overview
This file controls the starting stats for each of the classes
Any column field name starting with “*” is considered a comment field and is not used by the game
Data Fields
class – The name of the character class (this cannot be changed)
str – Starting amount of the Strength attribute
dex – Starting amount of the Dexterity attribute
int – Starting amount of the Energy attribute
vit – Starting amount of the Vitality attribute
stamina – Starting amount of Stamina
hpadd – Bonus starting Life value (This value gets added with the “vit” field value to determine the overall starting amount of Life)
ManaRegen – Number of seconds to regain max Mana. (If this equals 0 then it will default to 300 seconds)
ToHitFactor – Starting amount of Attack Rating
WalkVelocity – Base Walk movement speed
RunVelocity – Base Run movement speed
RunDrain – Rate at which Stamina is lost while running
LifePerLevel – Amount of Life added for each level gained (Calculated in fourths and is divided by 256)
StaminaPerLevel – Amount of Stamina added for each level gained (Calculated in fourths and is divided by 256)
ManaPerLevel – Amount of Mana added for each level gained (Calculated in fourths and is divided by 256)
LifePerVitality – Amount of Life added for each point in Vitality (Calculated in fourths and is divided by 256)
StaminaPerVitality – Amount of Stamina added for each point in Vitality (Calculated in fourths and is divided by 256)
ManaPerMagic – Amount of Mana added for each point in Energy (Calculated in fourths and is divided by 256)
StatPerLevel – Amount of Attribute stat points earned for each level gained
SkillsPerLevel – Amount of Skill points earned for each level gained
LightRadius – Baseline radius size of the character’s Light Radius
BlockFactor – Baseline percent chance for Blocking
MinimumCastingDelay – Global delay on all Skills after using a Skill with a Casting Delay (Calculated in Frames, where 25 Frames = 1 Second)
StartSkill – Controls what skill will be added by default to the character’s starting weapon and will be slotted in the Right Skill selection (Uses the “skill” field from skills.txt)
Skill 1 (to Skill 10) – Skill that the character starts with and will always have available (Uses the “skill” field from skills.txt)
StrAllSkills – String key for displaying the item modifier bonus to all skills for the class (Ex: “+1 to Barbarian Skill Levels”)
StrSkillTab1 – String key for displaying the item modifier bonus to all skills for the class’s first skill tab (Ex: “+1 to Warcries”)
StrSkillTab2 – String key for displaying the item modifier bonus to all skills for the class’s second skill tab (Ex: “+1 to Combat Skills”)
StrSkillTab3 – String key for displaying the item modifier bonus to all skills for the class’s third skill tab (Ex: “+1 to Masteries”)
StrClassOnly – String key for displaying on item modifier exclusive to the class or for class specific items (Ex: “Barbarian only”)
HealthPotionPercent – This scales the amount of Life that a Healing potion will restore based on the class
ManaPotionPercent – This scales the amount of Mana that a Mana potion will restore based on the class
baseWClass – Base weapon class that the character will use by default when no weapon is equipped
Code | Description |
hth | Hand to Hand (Default value if the value is empty) |
1hs | One Handed Swing |
1ht | One Handed Thrust |
bow | Bow |
2hs | Two Handed Swing |
2ht | Two Handed Thrust |
1js | Dual Wielding – Left Jab Right Swing |
1jt | Dual Wielding – Left Jab Right Thrust |
1ss | Dual Wielding – Left Swing Right Swing |
1st | Dual Wielding – Left Swing Right Thrust |
stf | Staff |
xbw | Crossbow |
ht1 | One Hand to Hand |
ht2 | Two Hand to Hand |
item1 (to item10) – Item that the character starts with (Uses ID pointer from Weapons.txt, Armor.txt or Misc.txt)
item1loc (to item10loc) – Location where the related item will be placed in the character’s inventory
Code | Description |
(empty) | Inventory grid (Default Value) |
head | Head |
neck | Neck |
tors | Torso |
rarm | Right Arm |
larm | Left Arm |
rrin | Right Ring |
lrin | Left Ring |
belt | Belt |
feet | Feet |
glov | Gloves |
item1count (to item10count) – The amount of the related item that the character starts with
item1quality (to item10quality) – Controls the quality level of the related item
Item Quality Code | Description |
0 | Any Quality (Used for a random quality) |
1 | Low Quality (Ex: “Crude”) |
2 | Normal Quality (Default value if the value is empty) |
3 | High Quality (Superior) |
4 | Magic Quality (Uses Magic Prefixes and Suffixes) |
5 | Set Item |
6 | Rare Quality |
7 | Unique (Predetermined stats) |
8 | Crafted |
9 | Tempered |