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

CodeDescription
hthHand to Hand (Default value if the value is empty)
1hsOne Handed Swing
1htOne Handed Thrust
bowBow
2hsTwo Handed Swing
2htTwo Handed Thrust
1jsDual Wielding – Left Jab Right Swing
1jtDual Wielding – Left Jab Right Thrust
1ssDual Wielding – Left Swing Right Swing
1stDual Wielding – Left Swing Right Thrust
stfStaff
xbwCrossbow
ht1One Hand to Hand
ht2Two 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

CodeDescription
(empty)Inventory grid (Default Value)
headHead
neckNeck
torsTorso
rarmRight Arm
larmLeft Arm
rrinRight Ring
lrinLeft Ring
beltBelt
feetFeet
glovGloves

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 CodeDescription
0Any Quality (Used for a random quality)
1Low Quality (Ex: “Crude”)
2Normal Quality (Default value if the value is empty)
3High Quality (Superior)
4Magic Quality (Uses Magic Prefixes and Suffixes)
5Set Item
6Rare Quality
7Unique (Predetermined stats)
8Crafted
9Tempered