Character.dat
Per-class damage, defense, recovery, skill formula constants, and PvP multipliers
Per-class combat tuning. Damage rates against contexts (duel, events, PvP, PvM), class-vs-class damage modifiers, skill-specific damage formulas, HP/MP/BP/SD recovery rates, and the constants that feed every hit/defense calculation.
File Location
GameServer/Data/GameServerInfo - Character.datAll keys live under [GameServerInfo]. Changes require a GameServer restart.
Class Codes
Every per-class key uses one of these two-letter prefixes.
DW
Dark Wizard
DK
Dark Knight
FE
Fairy Elf
MG
Magic Gladiator
DL
Dark Lord
SU
Summoner
RF
Rage Fighter
Damage Rates by Context
Percent of base damage applied in each game mode. 100 = no change, 50 = half damage, 0 = zero damage dealt.
DuelDamageRate
60
Damage scaling inside the duel arena
GensDamageRate
60
Damage scaling between Gens factions in PvP
CustomArenaDamageRate
50
Damage scaling in the Custom Arena plugin map
ChaosCastleDamageRate
50
Damage scaling in Chaos Castle
IllusionTempleDamageRate
50
Damage scaling in Illusion Temple
CastleSiegeDamageRate1
40
Damage on defenders during CS
CastleSiegeDamageRate2
0
Damage on attackers during CS
CastleSiegeDamageRate3
5
Damage on castle-neutral targets
GeneralDamageRatePvP
100
Baseline PvP damage anywhere without a special rate
GeneralDamageRatePvM
100
Baseline PvM damage
ReflectDamageRatePvP
100
Reflect damage in PvP
ReflectDamageRatePvM
100
Reflect damage in PvM
Context rates stack multiplicatively with class rates and class-vs-class rates. If Duel is 60, PvP General is 100, and DW-to-DK is 100, a DW hitting a DK in the arena lands 0.6 * 1.0 * 1.0 = 60% of the raw damage.
Class Damage Rates
Per-class multipliers for PvP and PvM. All default to 100.
<CLASS>DamageRatePvP
This class's damage output in any PvP context
<CLASS>DamageRatePvM
This class's damage output against monsters
Seven classes × two contexts = 14 keys, all default 100.
Class-vs-Class Damage Rates
Square matrix of multipliers. <A>DamageRateTo<B> = damage from class A when hitting class B. All default to 100 (no change).
Full 7x7 matrix
Every pair uses the same pattern: <ATTACKER>DamageRateTo<DEFENDER> = 100. 49 keys total.
DWDamageRateToDW...DWDamageRateToRFDKDamageRateToDW...DKDamageRateToRFFEDamageRateToDW...FEDamageRateToRFMGDamageRateToDW...MGDamageRateToRFDLDamageRateToDW...DLDamageRateToRFSUDamageRateToDW...SUDamageRateToRFRFDamageRateToDW...RFDamageRateToRF
Raise a row to buff one class's damage against another; lower it to nerf. Typical server balance tweaks live here, not in the context or class rates above.
Damage Stuck Rate
Chance of a "stuck" animation triggering on hit for each class. 0 disables. Value is a percentage.
DWDamageStuckRate
0
DKDamageStuckRate
0
FEDamageStuckRate
0
MGDamageStuckRate
0
DLDamageStuckRate
0
SUDamageStuckRate
0
RFDamageStuckRate
0
Damage Multiplier Constants
Per-class passive damage boost formula constants. Not commonly edited.
DKDamageMultiplierConstA
10
Dark Knight Energy divisor (rate = 200 + Energy/A)
DLDamageMultiplierConstA
20
Dark Lord Energy divisor (rate = 200 + Energy/A)
RFDamageMultiplierConstA
8
Rage Fighter Dexterity divisor used in attack-stance rate
RFDamageMultiplierConstB
10
Rage Fighter Vitality divisor used in defense-stance rate
RFDamageMultiplierConstC
10
Rage Fighter Energy divisor used in both attack and defense rates
DKDamageMultiplierMaxRate
500
DK multiplier cap
DLDamageMultiplierMaxRate
500
DL multiplier cap
RFDamageMultiplierMaxRate
500
RF multiplier cap (applied to each of the three RF stances)
Dark Spirit Settings
Tunes the Dark Lord's Dark Spirit pet.
Dark Spirit constants (15 keys)
DarkSpiritRangeAttackRate
30
Chance % the spirit performs a ranged attack
DarkSpiritCriticalDamageRate
30
Crit rate %
DarkSpiritExcellentDamageRate
0
Excellent rate %
DarkSpiritAttackDamageMinConstA/B/C
180 / 15 / 8
Min damage formula
DarkSpiritAttackDamageMaxConstA/B/C
200 / 15 / 4
Max damage formula
DarkSpiritAttackSpeedConstA/B/C/D
20 / 4 / 5 / 50
Attack speed formula
DarkSpiritAttackSuccessRateConstA/B/C
1000 / 16 / 1
Hit rate formula
Guardian Items (Dec Damage)
Constants for items that reduce incoming damage while equipped.
DinorantDecDamageConstB
5
Dinorant damage-reduction constant
DarkHorseDecDamageConstA
30
Dark Horse damage-reduction linear term
DarkHorseDecDamageConstB
2
Dark Horse damage-reduction scaling term
Skill Damage Formulas
Constants feeding specific-skill damage calculations. Leave at defaults unless rebalancing a skill specifically.
Combo / Earthquake / Electric Spark / DL Skill / Nova
ComboDamageConstA
2
ComboDamageConstB
1
EarthquakeDamageConstA/B/C
10 / 5 / 10
ElectricSparkDamageConstA/B
10 / 250
DLSkillDamageConstA/B
25 / 50
NovaDamageConstA/B/C
20 / 5 / 2
Plasma Storm per-class constants (28 keys)
Four constants per class (A/B/C/D, plus E for Dark Lord):
DW
5
5
7
3
-
DK
3
5
5
7
-
FE
5
3
7
5
-
MG
3
5
5
7
-
DL
5
5
7
3
3
SU
5
5
7
3
-
RF
5
5
3
7
-
Pool Recovery Rates
Percent of max pool recovered per recovery tick.
HP (<CLASS>HPRecoveryRate)
0 for every class
Disabled by default; raise to grant passive HP regen
MP (<CLASS>MPRecoveryRate)
4 for every class
BP (<CLASS>BPRecoveryRate)
3 for every class except DK (5)
BP = stamina for combos and Rage Fighter
SD (<CLASS>SDRecoveryRate)
4 for every class
SD = Shield Defense
Seven classes × four pools = 28 keys, all following the same <CLASS><POOL>RecoveryRate pattern.
Base Damage Constants
Min/max physical and magic damage formula constants. Drive the baseline hit range before items and skills.
Per-class damage formula constants
Pattern: <CLASS>PhysiDamageMin/MaxConstA/B, <CLASS>MagicDamageMin/MaxConstA. Fairy Elf has extra Bow variants for ranged weapons.
DW
6
-
4
-
9
4
DK
8
-
4
-
9
4
FE
7
-
4
-
9
4
MG
6
12
4
8
9
4
DL
7
14
5
10
9
4
SU
8
-
4
-
9
4
RF
7
15
5
12
9
4
FE bow-specific: FEPhysiDamageMinBowConstA/B = 14/7, FEPhysiDamageMaxBowConstA/B = 8/4.
Attack Success Rate
Hit chance formula constants (separate for PvE and PvP).
Attack success rate constants per class
PvE pattern: <CLASS>AttackSuccessRateConstA/B/C/D. Dark Lord has an additional E. Rage Fighter has higher defaults to compensate for higher base damage.
DW
5
3
2
4
-
DK
5
3
2
4
-
FE
5
3
2
4
-
MG
5
3
2
4
-
DL
5
6
2
4
10
SU
5
3
2
4
-
RF
3
5
4
6
-
PvP pattern: <CLASS>AttackSuccessRatePvPConstA/B/C/D.
DW
3
1
4
1
DK
3
1
45
10
FE
3
1
6
10
MG
3
1
35
10
DL
3
1
4
1
SU
3
1
35
10
RF
26
10
36
10
Attack Speed Constants
Physical and magic attack speed formula constants.
DWPhysiSpeedConstA
20
DW physical attack speed
DWMagicSpeedConstA
10
DW magic attack speed
DKPhysiSpeedConstA
15
DKMagicSpeedConstA
20
FEPhysiSpeedConstA
50
FEMagicSpeedConstA
50
MGPhysiSpeedConstA
15
MGMagicSpeedConstA
20
DLPhysiSpeedConstA
10
DLMagicSpeedConstA
10
SUPhysiSpeedConstA
20
SUMagicSpeedConstA
20
RFPhysiSpeedConstA
10
RFMagicSpeedConstA
10
Defense Success Rate
Dodge/block chance formula constants.
PvE defense success rate constants
Pattern: <CLASS>DefenseSuccessRateConstA.
DW
3
DK
3
FE
4
MG
3
DL
7
SU
4
RF
10
PvP defense success rate constants
Pattern: <CLASS>DefenseSuccessRatePvPConstA/B/C. Rage Fighter has higher defaults.
DW
2
1
4
DK
2
1
2
FE
2
1
10
MG
2
1
4
DL
2
1
2
SU
2
1
2
RF
15
10
5
Defense Constants
Per-class defense formula constants. Raises the baseline defense scaling for that class.
DWDefenseConstA
4
DKDefenseConstA
3
FEDefenseConstA
10
MGDefenseConstA
4
DLDefenseConstA
7
SUDefenseConstA
3
RFDefenseConstA
8
Reflect Settings
ReflectDamageCheckOwnerLive
0 in shipped template; loader falls back to 1 if the key is missing
1 requires the reflect-owner to still be alive for the reflect to fire. 0 lets the reflect apply even after the owner dies in the same tick
Cross-File Dependencies
All class-code prefixes (DW/DK/FE/MG/DL/SU/RF)
Common.dat Create Character Settings and per-class LevelUpPoint, and DefaultClassInfo.txt base stats and per-level curves
ReflectDamageRatePvP / ReflectDamageRatePvM
Reflect Damage skill constants in Skill.dat
CastleSiegeDamageRate1/2/3
Castle Siege section in Event.dat; inert unless Common.dat EnableCastleSiege = 1
CustomArenaDamageRate
ChaosCastleDamageRate, IllusionTempleDamageRate
Matching event sections in Event.dat
Per-class damage and recovery rates
Skill.txt and SkillDamage.txt feed per-skill damage formulas
Common Issues
Every player hits for zero in the arena -
DuelDamageRate = 0by accidentOne class feels overpowered in PvP - check the
<CLASS>DamageRatePvPand<CLASS>DamageRateTo<OTHER>rows, not the formula constantsHP never regenerates for any class -
<CLASS>HPRecoveryRatedefaults to0on purpose. Raise per class to enable passive regenCastle Siege damage feels wrong only during CS -
CastleSiegeDamageRate1/2/3interact with the role you occupy (defender, attacker, neutral)Reflect never fires after the owner dies -
ReflectDamageCheckOwnerLive = 1is the source default; set to0to let reflect still apply when the owner dies in the same tick
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