A multiplier for the difficulty of each level of craft. TODO: Set to Map<RecipeLevel, number> when we can support maps in milestone modifier overrides?
A multiplier for the durability of each item (not specifically for crafting).
Allow default crafting recipe discovery.
Add player damage multiplier based on attack type (used within Attack action).
Add player base defense multiplier.
Add player trap damage multiplier.
Starting curse value, added to the calculated value.
An additional set of items the player should spawn with.
Note that respawning on a Hardcore multiplayer server with Hardcore Respawns enabled will give the player these items.
An additional set of items the player should spawn with.
These items will not be given to the player if they are respawning on a Hardcore multiplayer server with Hardcore Respawns enabled.
An additional set of items the player should spawn with that should be equipped.
Note that respawning on a Hardcore multiplayer server with Hardcore Respawns enabled will give the player these items.
An additional set of items the player should spawn with that should be equipped.
These items will not be given to the player if they are respawning on a Hardcore multiplayer server with Hardcore Respawns enabled.
false
to disable initial itemstrue
to randomly generate initial itemsA multiplier for some chance checks. 1 = default chances. 0.5 = chances are halved. 2 = chances are doubled. Etc.
A multiplier for the chance of the player being given a rune, for each deity.
A multiplier for the chance of the player being given a rune.
Options for the sacrifice action.
Upon the player receiving a rune, they will not be able to receive runes of the same type, until receiving a rune of another type.
Custom options for each skill.
Configuration that affects every skill which doesn't have its own configuration.
Amount of starting skills the player has (by default, 1 or 0, depending on mode)
Note: Randomly generated skills can be overwritten by custom options in skills
.
Initial value range for starting skills.
A global multiplier for stat gain chance.
Whether to enable stat gain type lockout. (IE, preventing gaining the same stat twice in a row.)
A map of options for each stat.
A map of options for each status.
Whether the player should use their globally unlocked recipes in this game.
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Guardians to attempt to spawn after successful lockpicks.