For the complete documentation index, see llms.txt. This page is also available as Markdown.

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.dat

All keys live under [GameServerInfo]. Changes require a GameServer restart.

Class Codes

Every per-class key uses one of these two-letter prefixes.

Code
Class

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.

Key
Default
Effect

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.

Pattern
Meaning

<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 ... DWDamageRateToRF

  • DKDamageRateToDW ... DKDamageRateToRF

  • FEDamageRateToDW ... FEDamageRateToRF

  • MGDamageRateToDW ... MGDamageRateToRF

  • DLDamageRateToDW ... DLDamageRateToRF

  • SUDamageRateToDW ... SUDamageRateToRF

  • RFDamageRateToDW ... 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.

Key
Default

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.

Key
Default
Applies to

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)
Key
Default
Effect

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.

Key
Default
Effect

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
Key
Default

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):

Class
A
B
C
D
E

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.

Pool
Default per class
Notes

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.

Class
Physi Min A
Physi Min B
Physi Max A
Physi Max B
Magic Min A
Magic Max A

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.

Class
A
B
C
D
E

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.

Class
A
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.

Key
Default
Effect

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.

Class
A

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.

Class
A
B
C

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.

Key
Default

DWDefenseConstA

4

DKDefenseConstA

3

FEDefenseConstA

10

MGDefenseConstA

4

DLDefenseConstA

7

SUDefenseConstA

3

RFDefenseConstA

8

Reflect Settings

Key
Default
Effect

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

Setting here
Related in

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 = 0 by accident

  • One class feels overpowered in PvP - check the <CLASS>DamageRatePvP and <CLASS>DamageRateTo<OTHER> rows, not the formula constants

  • HP never regenerates for any class - <CLASS>HPRecoveryRate defaults to 0 on purpose. Raise per class to enable passive regen

  • Castle Siege damage feels wrong only during CS - CastleSiegeDamageRate1/2/3 interact with the role you occupy (defender, attacker, neutral)

  • Reflect never fires after the owner dies - ReflectDamageCheckOwnerLive = 1 is the source default; set to 0 to let reflect still apply when the owner dies in the same tick

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