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3 Item Stats
MaksyKun edited this page Jul 25, 2026
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1 revision
Stat definitions live in plugins/Divinity/item_stats/.
| File | Defines |
|---|---|
stats.yml |
vanilla-style attributes and general RPG stats |
damage.yml |
damage types and modifiers |
defense.yml |
matching defense types and protection factors |
hand.yml |
ONE and TWO handed item types |
ammo.yml |
projectile and ammunition types |
sockets.yml |
GEM, RUNE, and ESSENCE sockets and categories |
Built-in damage types include physical, magical, fire, poison, water, and wind. Common general stats include CRITICAL_RATE, CRITICAL_DAMAGE, PVE_DAMAGE, PVP_DAMAGE, DODGE_RATE, LOOT_RATE, DURABILITY, PENETRATION, VAMPIRISM, HEALTH_REGEN, and MANA_REGEN.
Items can require a player level, class, or non-banned class. They can also require item level, module, item type, socket type, or tier. A capacity of -1 means no configured cap.
item_stats/sockets.yml — socket categories used by the socket modules
GEM:
categories:
common:
tier: common
name: '%TIER_NAME% Gem Socket'
format:
main: '%value%'
value:
empty: '%TIER_COLOR%□ <%name%>'
filled: '%TIER_COLOR%■ &7%value%'
rare:
tier: rare
name: '%TIER_NAME% Gem Socket'
format:
main: '%value%'
value:
empty: '%TIER_COLOR%□ <%name%>'
filled: '%TIER_COLOR%■ &7%value%'
RUNE:
categories:
default:
tier: common
name: '%TIER_COLOR%Rune Socket'
format:
main: '%value%'
value:
empty: '%TIER_COLOR%□ <%name%>'
filled: '%TIER_COLOR%■ &7%value%'
ESSENCE:
categories:
default:
tier: common
name: '%TIER_COLOR%Essence Socket'
format:
main: '%value%'
value:
empty: '%TIER_COLOR%□ <%name%>'
filled: '%TIER_COLOR%■ &7%value%'For a complete list of IDs and lore formats, use the matching generated YAML file as the reference; module examples show how these IDs are consumed.
- Stat, damage, defense, ammo, hand, and socket IDs are persistent references. Prefer adding a new ID over renaming one used by existing items.
- A capacity of
-1is unlimited. Set deliberate caps for percentages, multipliers, regeneration, penetration, and other balance-sensitive values. - Damage and defense IDs should be changed together so every damage type has the intended protection path.
- Back up player inventories and module content before changing socket categories or lore formats. Test old and newly generated items after restart.
- Avoid changing several formulas and capacities at once; otherwise balance regressions are difficult to isolate.