> For the complete documentation index, see [llms.txt](https://axiomemu.gitbook.io/docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://axiomemu.gitbook.io/docs/gameserver/event-dat.md).

# Event.dat

Master on/off and light-tuning for every event the server runs. Schedules, reward pools, monster waves, and map-specific behavior live in the shared `Data/Event/*.dat` files; this file only decides whether each event is active and how its headline numbers are tuned.

## File Location

```
GameServer/Data/GameServerInfo - Event.dat
```

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

## Standard Events

Most standard events ship enabled by default. Exceptions noted per section.

### Blood Castle

| Key                                                                 | Type   | Default | Effect                                                                                                                  |
| ------------------------------------------------------------------- | ------ | ------- | ----------------------------------------------------------------------------------------------------------------------- |
| `BloodCastleEvent`                                                  | 0 or 1 | `1`     | Master enable                                                                                                           |
| `BloodCastleMaxUser`                                                | int    | `10`    | Max simultaneous players per sub-instance                                                                               |
| `BloodCastleMasterAnyTier`                                          | 0 or 1 | `0`     | `1` lets master class (ChangeUp >= 2) characters pick any tier regardless of tier bounds                                |
| `BloodCastlePerIpCharCap`                                           | int    | `0`     | Max characters from one IP allowed across all BC tiers combined. `0` = disabled                                         |
| `BloodCastleTier{1-8}{Min,Max}{Level,Reset,GrandReset,MasterReset}` | int    | `-1`    | Per-tier bracket bounds. `-1` disables that bound. See [Bracket Entry Gates](#bracket-entry-gates) for the full pattern |

See [BloodCastle.dat](/docs/data/event/bloodcastle.md) for schedule, rewards, and per-stage monster lists.

### Bonus Manager

| Key                  | Default | Effect                                         |
| -------------------- | ------- | ---------------------------------------------- |
| `BonusManagerSwitch` | `0`     | Master enable for global drop/XP bonus windows |

See [BonusManager.dat](/docs/data/event/bonusmanager.md) for the shared bonus windows.

### Castle Deep

| Key                   | Type    | Default | Effect                 |
| --------------------- | ------- | ------- | ---------------------- |
| `CastleDeepEvent`     | 0 or 1  | `0`     | Master enable          |
| `CastleDeepEventTime` | minutes | `30`    | Run duration per cycle |

See [CastleDeepEvent.dat](/docs/data/event/castledeep.md) for schedule and monster data.

### Castle Siege

Gated by Common.dat `EnableCastleSiege`. Schedule anchors are zero by default, meaning the next cycle is computed from the current date.

| Key                                               | Type    | Default  | Effect                                                                     |
| ------------------------------------------------- | ------- | -------- | -------------------------------------------------------------------------- |
| `CastleSiegeEvent`                                | 0 or 1  | `1`      | Enable flag; inert unless `EnableCastleSiege = 1` in Common.dat            |
| `CastleSiegeCycleStartYear/Month/Day`             | int     | `0` each | Start date of a CS cycle override. `0` = use engine default                |
| `CastleSiegeSpecificState`                        | int 0-6 | `0`      | Force CS into a specific phase. `0` = automatic progression                |
| `CastleSiegeStateStartYear/Month/Day/Hour/Minute` | int     | `0` each | Force state start timestamp. `0` = automatic                               |
| `CastleSiegeOffensiveWeaponDamage`                | raw HP  | `300`    | Fixed HP subtracted per hit of an offensive siege weapon. Not a percentage |
| `CastleSiegeDefensiveWeaponDamage`                | raw HP  | `200`    | Fixed HP subtracted per hit of a defensive siege weapon. Not a percentage  |
| `CastleSiegeLowerAccumulatedTimeValue`            | int     | `0`      | Seconds removed from accumulated occupation time per regression tick       |
| `CastleSiegeDecayAccumulatedTimeValue`            | int     | `0`      | Seconds of passive decay per tick                                          |

{% hint style="warning" %}
Use the specific-state overrides only to force-test siege phases. Leave them at `0` in production or the live cycle will never advance on its own.
{% endhint %}

### Chaos Castle

| Key                                                                 | Type   | Default | Effect                                                                                                         |
| ------------------------------------------------------------------- | ------ | ------- | -------------------------------------------------------------------------------------------------------------- |
| `ChaosCastleEvent`                                                  | 0 or 1 | `1`     | Master enable                                                                                                  |
| `ChaosCastleMinUser`                                                | int    | `1`     | Minimum participants for a round to start                                                                      |
| `ChaosCastleBlowUserRate`                                           | int %  | `50`    | Chance the arena knock-off mechanic fires when a monster is killed. Rolled once per monster death, not per hit |
| `ChaosCastleMasterAnyTier`                                          | 0 or 1 | `0`     | Master class can pick any tier. See [Bracket Entry Gates](#bracket-entry-gates)                                |
| `ChaosCastlePerIpCharCap`                                           | int    | `0`     | IP cap across all CC tiers. `0` = disabled                                                                     |
| `ChaosCastleTier{1-7}{Min,Max}{Level,Reset,GrandReset,MasterReset}` | int    | `-1`    | Per-tier bracket bounds                                                                                        |

### Crywolf

| Key                         | Type   | Default | Effect                                                                                                              |
| --------------------------- | ------ | ------- | ------------------------------------------------------------------------------------------------------------------- |
| `CrywolfEvent`              | 0 or 1 | `1`     | Master enable                                                                                                       |
| `CrywolfBenefitSwitch`      | 0 or 1 | `1`     | `1` applies server-wide buff when Crywolf is won                                                                    |
| `CrywolfBenefitChaosRate`   | int %  | `10`    | Chaos machine bonus while benefit active                                                                            |
| `CrywolfBenefitMonsterLife` | int %  | `80`    | Monster life scaling while benefit active. Value is the percentage of normal HP monsters spawn with (`80` = 80% HP) |
| `CrywolfPenaltySwitch`      | 0 or 1 | `0`     | `1` applies server-wide penalty when Crywolf is lost                                                                |
| `CrywolfPenaltyJewelDrop`   | int %  | `70`    | Jewel drop rate while penalty active                                                                                |
| `CrywolfPenaltyExperience`  | int %  | `70`    | XP rate while penalty active                                                                                        |

### Devil Square

| Key                                                                 | Type   | Default | Effect                                                                          |
| ------------------------------------------------------------------- | ------ | ------- | ------------------------------------------------------------------------------- |
| `DevilSquareEvent`                                                  | 0 or 1 | `1`     | Master enable                                                                   |
| `DevilSquareMaxUser`                                                | int    | `15`    | Max participants per sub-instance                                               |
| `DevilSquareMasterAnyTier`                                          | 0 or 1 | `0`     | Master class can pick any tier. See [Bracket Entry Gates](#bracket-entry-gates) |
| `DevilSquarePerIpCharCap`                                           | int    | `0`     | IP cap across all DS tiers. `0` = disabled                                      |
| `DevilSquareTier{1-7}{Min,Max}{Level,Reset,GrandReset,MasterReset}` | int    | `-1`    | Per-tier bracket bounds                                                         |

### Double Goer

| Key                       | Type   | Default | Effect                                              |
| ------------------------- | ------ | ------- | --------------------------------------------------- |
| `DoubleGoerEvent`         | 0 or 1 | `1`     | Master enable                                       |
| `DoubleGoerDifficultRate` | int %  | `100`   | Difficulty scale. `100` = baseline, higher = harder |

### Illusion Temple

| Key                                                                    | Type         | Default | Effect                                                                          |
| ---------------------------------------------------------------------- | ------------ | ------- | ------------------------------------------------------------------------------- |
| `IllusionTempleEvent`                                                  | 0 or 1       | `1`     | Master enable                                                                   |
| `IllusionTempleMinUser`                                                | int          | `1`     | Minimum participants to start                                                   |
| `IllusionTempleRewardFenrirRate`                                       | out of 10000 | `5`     | Drop chance of a Fenrir-tier reward on victory. `5` = 0.05%, `100` = 1%         |
| `IllusionTempleMasterAnyTier`                                          | 0 or 1       | `0`     | Master class can pick any tier. See [Bracket Entry Gates](#bracket-entry-gates) |
| `IllusionTemplePerIpCharCap`                                           | int          | `0`     | IP cap across all IT tiers. `0` = disabled                                      |
| `IllusionTempleTier{1-6}{Min,Max}{Level,Reset,GrandReset,MasterReset}` | int          | `-1`    | Per-tier bracket bounds                                                         |

### Imperial Guardian

| Key                             | Type   | Default | Effect           |
| ------------------------------- | ------ | ------- | ---------------- |
| `ImperialGuardianEvent`         | 0 or 1 | `1`     | Master enable    |
| `ImperialGuardianDifficultRate` | int %  | `100`   | Difficulty scale |

### Invasion Manager

| Key                     | Default | Effect                                                                         |
| ----------------------- | ------- | ------------------------------------------------------------------------------ |
| `InvasionManagerSwitch` | `1`     | Master enable for scripted monster invasions (Skeleton King, Red Dragon, etc.) |

Each invasion is its own XML file under [`Data/Event/Invasions/`](/docs/data/event/invasionmanager.md). The legacy `InvasionManager.dat` is no longer read.

### Kanturu

| Key            | Default | Effect        |
| -------------- | ------- | ------------- |
| `KanturuEvent` | `1`     | Master enable |

### Moss Merchant

| Key                     | Type    | Default | Effect         |
| ----------------------- | ------- | ------- | -------------- |
| `MossMerchantEvent`     | 0 or 1  | `1`     | Master enable  |
| `MossMerchantEventTime` | minutes | `120`   | Cycle interval |

### Raklion

| Key            | Default | Effect        |
| -------------- | ------- | ------------- |
| `RaklionEvent` | `1`     | Master enable |

### Rei do MU (King of MU)

| Key                      | Type   | Default | Effect                                                                                       |
| ------------------------ | ------ | ------- | -------------------------------------------------------------------------------------------- |
| `ReiDoMUEvent`           | 0 or 1 | `0`     | Master enable. Schedule, warning window, and rewards live in shared `Data/Event/ReiDoMu.dat` |
| `ReiDoMUMap`             | int    | `0`     | Map index where the throne NPC spawns                                                        |
| `ReiDoMUCordX`           | int    | `0`     | Throne NPC X coordinate                                                                      |
| `ReiDoMUCordY`           | int    | `0`     | Throne NPC Y coordinate                                                                      |
| `ReiDoMUGuildMinMembers` | int    | `0`     | Minimum guild member count required to claim the throne                                      |

## Bracket Entry Gates

Devil Square, Blood Castle, Chaos Castle, and Illusion Temple each support **server-authoritative tier gating**. Every tier (1-8 for BC, 1-7 for DS/CC, 1-6 for IT) has eight optional bounds:

| Suffix                              | Meaning                  |
| ----------------------------------- | ------------------------ |
| `MinLevel` / `MaxLevel`             | Character level range    |
| `MinReset` / `MaxReset`             | Reset count range        |
| `MinGrandReset` / `MaxGrandReset`   | Grand reset count range  |
| `MinMasterReset` / `MaxMasterReset` | Master reset count range |

Key format: `<Event>Tier<N><Min|Max><Level|Reset|GrandReset|MasterReset>`. Example: `BloodCastleTier3MaxReset = 50`.

### Sentinel rules

* `-1` on either side of a min/max pair disables that bound. Both at `-1` disables the gate entirely (any value passes).
* `0` is a real bound, distinct from `-1`. `MinReset = 0` means "must have at least 0 resets" (always passes); `MinReset = -1` means "reset is not checked".
* **"Untouched config"** = `MasterAnyTier = 0` AND every tier of that event has all eight bounds at `-1`. In that state the engine falls back to vanilla hardcoded brackets, preserving out-of-the-box behavior.

### Master class override

`<Event>MasterAnyTier = 1` lets characters with `ChangeUp >= 2` (1st/2nd/3rd grand master) bypass all tier bounds for that event and pick whichever tier they want. Use to keep low brackets relevant on high-rate servers where masters would otherwise be locked to the top tier only.

### Per-IP cap

`<Event>PerIpCharCap` caps the number of characters from one IP simultaneously inside **any** tier of that event (the cap is event-wide, not per-tier). `0` disables. Counted by the source IP address of each logged-in character within the event's map range.

### Client UI

When any tier on an event has been touched, the configured bracket table is synced to the client via [Game Data Sync](/docs/data/game-data-sync.md) opcode `0xEC` type 20 and used by:

* The Devil Square / Blood Castle entry dialogs (tier list reflects live config, not hardcoded brackets)
* Entry-item tooltips (DS Invitation of the Devil Square, BC Scroll of Archangel, CC Armor of Guardsman, IT Ticket/Cloaks) - the configured bracket table renders inline in the item tooltip (the same style as the Armor of Guardsman tier table), with the player's qualifying tier highlighted and the required Zen cost shown. This table is synced GameServer to Client; an admin who only edits Event.dat sees the change reflected in-game after the server restarts and clients reconnect

If the event is untouched, the client falls back to its legacy hardcoded brackets.

When an entry is rejected, the client rejection popup states the precise reason - not enough resets, not enough grand resets, not enough master resets, or level out of range - rather than a generic "cannot enter" message. The reason shown is the specific bound the character failed for the tier it attempted.

### Example: gate DS Tier 1 to fresh chars under 100 resets

```ini
DevilSquareTier1MinLevel       = 1
DevilSquareTier1MaxLevel       = 199
DevilSquareTier1MinReset       = 0
DevilSquareTier1MaxReset       = 99
DevilSquareTier1MinGrandReset  = -1
DevilSquareTier1MaxGrandReset  = -1
DevilSquareTier1MinMasterReset = -1
DevilSquareTier1MaxMasterReset = -1
```

Reset bound applies; GR/MR bounds are inactive on this tier.

## Cross-File Dependencies

| Setting here            | Related in                                                                                                                                                   |
| ----------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| `CastleSiegeEvent`      | Inert unless Common.dat `EnableCastleSiege = 1`; full CS data in shared [`Data/Event/MuCastleData.dat`](/docs/data/event/mucastledata.md)                    |
| `BloodCastleEvent`      | Per-cycle timing + rewards in shared [`Data/Event/BloodCastle.dat`](/docs/data/event/bloodcastle.md)                                                         |
| `ChaosCastleEvent`      | Shared [`Data/Event/ChaosCastle.dat`](/docs/data/event/chaoscastle.md)                                                                                       |
| `CrywolfEvent`          | Shared [`Data/Event/Crywolf.dat`](/docs/data/event/crywolf.md)                                                                                               |
| `DevilSquareEvent`      | Shared [`Data/Event/DevilSquare.dat`](/docs/data/event/devilsquare.md)                                                                                       |
| `DoubleGoerEvent`       | Shared [`Data/Event/DoubleGoer.dat`](/docs/data/event/doublegoer.md)                                                                                         |
| `IllusionTempleEvent`   | Shared [`Data/Event/IllusionTemple.dat`](/docs/data/event/illusiontemple.md)                                                                                 |
| `ImperialGuardianEvent` | Shared [`Data/Event/ImperialGuardian.dat`](/docs/data/event/imperialguardian.md)                                                                             |
| `InvasionManagerSwitch` | Shared [`Data/Event/Invasions/*.xml`](/docs/data/event/invasionmanager.md) (one file per invasion)                                                           |
| `KanturuEvent`          | Shared [`Data/Event/Kanturu.dat`](/docs/data/event/kanturu.md)                                                                                               |
| `MossMerchantEvent`     | Shared [`Data/Event/MossMerchant.dat`](/docs/data/event/mossmerchant.md)                                                                                     |
| `RaklionEvent`          | Shared [`Data/Event/Raklion.dat`](/docs/data/event/raklion.md)                                                                                               |
| `ReiDoMUEvent`          | Shared [`Data/Event/ReiDoMu.dat`](/docs/data/event/reidomu.md) for schedule and reward pools                                                                 |
| Context damage rates    | Per-event damage rates in [Character.dat](/docs/gameserver/character-dat.md) (`CastleSiegeDamageRate*`, `ChaosCastleDamageRate`, `IllusionTempleDamageRate`) |

## Common Issues

* **Event enabled but nothing spawns at the scheduled time** - the switch here only toggles the feature; schedule and spawn data live in the shared `Data/Event/<EventName>.dat` file
* **Castle Siege never starts** - either Common.dat `EnableCastleSiege = 0` or `CastleSiegeSpecificState` set to a non-zero value is pinning the state
* **Crywolf penalty punishes everyone after a loss** - intended behavior; set `CrywolfPenaltySwitch = 0` to disable
