Overview

This file controls the functionalities of shrine objects found in area levels

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 Shrine index

Code – Code function used to define the Shrine’s function. Uses ID values to define what function to use.

Code IDParameterDescription
0 None
1 Gain full Life and Mana 
2 Gain full Life
3 Gain full Mana
4Arg0 = Life percent consumed
Arg1 = Mana percent added
Exchange your current Life to restore Mana 
5Arg0 = Mana percent consumed
Arg1 = Life percent added
Exchange your current Mana to restore Life 
6Arg0 = Defense percentIncreases Defense
7Arg0 = Attack Rating percent
Arg1 = Physical Damage percent
Increases Physical Damage and Attack Rating
8Arg0 = Resist Fire percent Increases Fire Resistance
9Arg0 = Resist Cold percent Increases Cold Resistance
10Arg0 = Resist Lightning percent Increases Lightning Resistance
11Arg0 = Resist Poison percent Increases Poison Resistance
12Arg0 = Bonus Skill Levels Increases all Skill levels
13Arg0 = Mana Recharge percent Increases Mana Recharge Rate
14Arg0 = Stamina percentGain infinite Stamina
15Arg0 = Bonus Experience percentTemporarily gain bonus Experience from kills
16 Temporarily reverse your character’s Name (Not Used)
17 Create a neutral Town Portal back to the current Act Town
18 Randomly select a gem in your inventory and upgrade its level (Otherwise, create a random chipped gem)
19Arg0 = Life percent damage
Arg1 = Range to find units
Release a nova of fireballs that cause any player or monster to lose a percentage of Life
20 Causes the nearest monster to upgrade a Unique or Champion type
21Arg0 = Minimum potions
Arg1 = Maximum potions
Deal Fire damage to nearby monsters and create a random number of Exploding Potions
22Arg0 = Minimum potions
Arg1 = Maximum potions
Create Poison Gas that damages nearby monsters and create a random number of Choking Gas Potions

Arg0 & Arg1 – Integer value used as a possible parameter for the “Code” function

Duration in frames – Duration of the effects of the Shrine (Calculated in Frames, where 25 Frames = 1 Second)

reset time in minutes – Controls the amount of time before the Shrine is available to use again. Each value of 1 equals 1200 Frames or 48 seconds. A value of 0 means that the Shrine is a one-time use.

StringName – Uses a string to display as the Shrine’s name

StringPhrase – Uses a string to display as the Shrine’s activation phrase when it is used

effectclass – Used to define the Shrine’s archetype which is involved with calculating region stats

LevelMin – Define the earliest area level where the Shrine can spawn. Area levels are determined from levels.txt