Overview
This file controls global parameters for game rules and how they work between each difficulty mode
Users cannot add new difficulty modes from this file
Any column field name starting with “*” is considered a comment field and is not used by the game
Data Fields
Name – This is a reference field to define the difficulty mode
ResistPenalty – Defines the baseline starting point for a player character’s resistances for Expansion mode
ResistPenaltyNonExpansion – Defines the baseline starting point for a player character’s resistances for Non-Expansion mode
DeathExpPenalty – Modifies the percentage of current level experience lost when a player character dies
MonsterSkillBonus – Adds additional skill levels to skills used by monsters (defined from monstats.txt)
MonsterFreezeDivisor – Divisor that affects all Freeze Length values on monsters. The attempted Freeze Length value is divided by this divisor to determine the actual Freeze Length.
MonsterColdDivisor – Divisor that affects all Cold Length values on monsters. The attempted Cold Length value is divided by this divisor to determine the actual Cold Length.
AiCurseDivisor – Divisor that affects all durations of Curses on monsters. The attempted Curse duration is divided by this divisor to determine the actual Curse duration.
LifeStealDivisor – Divisor that affects the amount of Life Steal that player characters gain. The attempted Life Steal value is divided by this divisor to determine the actual Life Steal.
ManaStealDivisor – Divisor that affects the amount of Mana Steal that player characters gain. The attempted Mana Steal value is divided by this divisor to determine the actual Mana Steal.
UniqueDamageBonus – Percentage modifier for a Unique monster’s overall Damage and Attack Rating. This is applied after calculating the monster’s other modifications.
ChampionDamageBonus – Percentage modifier for a Champion monster’s overall Damage and Attack Rating. This is applied after calculating the monster’s other modifications.
PlayerDamagePercentVSPlayer – Percentage modifier for the total damage a player deals to another player
PlayerDamagePercentVSMercenary – Percentage modifier for the total damage a player deals to another player’s mercenary
PlayerDamagePercentVSPrimeEvil – Percentage modifier for the total damage a player deals to a Prime Evil boss
PlayerHitReactBufferVSPlayer – The frame length for the amount of time a player cannot be placed into another hit react from a player (25 frames = 1 second).
PlayerHitReactBufferVSMonster – The frame length for the amount of time a player cannot be placed into another hit react from a monster (25 frames = 1 second).
MercenaryDamagePercentVSPlayer – Percentage modifier for the total damage a player’s mercenary deals to another player
MercenaryDamagePercentVSMercenary – Percentage modifier for the total damage a player’s mercenary deals to another player’s mercenary
MercenaryDamagePercentVSBoss – Percentage modifier for the total damage a player’s mercenary deals to a boss monster
MercenaryMaxStunLength – The frame length for the maximum stun length allowed on a player’s mercenary (25 Frames = 1 second)
PrimeEvilDamagePercentVSPlayer – Percentage modifier applied to the total damage a Prime Evil boss deals to a player
PrimeEvilDamagePercentVSMercenary – Percentage modifier for the total damage a Prime Evil boss deals to a player’s mercenary
PrimeEvilDamagePercentVSPet – Percentage modifier for the total damage a Prime Evil boss deals to a player’s pet
PetDamagePercentVSPlayer – Percentage modifier for the total damage a player’s pet deals to another player
MonsterCEDamagePercent – Percentage modifier that affects how much damage is dealt to a player by a Monster’s version of Corpse Explosion. For example, when certain monsters die and explode on death.
MonsterFireEnchantExplosionDamagePercent – Percentage modifier that affects how much damage is dealt to a player by a Monster’s Fire Enchant explosion. The Fire Enchant death explosion uses the same Corpse Explosion functionality and this value is applied after the “MonsterCEDamagePercent” value.
StaticFieldMin – Percentage modifier for capping the amount of current Life damage dealt to monsters by the Sorceress Static Field skill. This field only affects games in Expansion mode.
GambleRare – The odds to obtain a Rare item from gambling. The game rolls a random number between 0 to 100000. If that rolled number is less than this value, then the gambled item will be a Rare item.
GambleSet – The odds to obtain a Set item from gambling. The game rolls a random number between 0 to 100000. If that rolled number is less than this value, then the gambled item will be a Set item.
GambleUnique – The odds to obtain a Unique item from gambling. The game rolls a random number between 0 to 100000. If that rolled number is less than this value, then the gambled item will be a Unique item.
GambleUber – The odds to make the gambled item be an Exceptional Quality item. The game rolls a random number between 0 to 10000. This rolled number is then compared to the following formula:
([Item Level] – [Base Item Level]) * [“GambleUber”] + 1. If the rolled number is less than this value, then the item becomes an Exceptional Quality item, and the game will roll for upgrading it to Elite Quality (See “GambleUltra”).
GambleUltra – The odds to make the gambled item be an Elite Quality item. The game rolls a random number between 0 to 10000. This rolled number is then compared to the following formula:
([Item Level] – [Base Item Level]) * [“GambleUltra”] + 1. If the rolled number is less than this value, then the item is upgraded to an Elite Quality item. This only happens if the item successfully rolled for Exceptional Quality.