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3 Item Stats

MaksyKun edited this page Jul 25, 2026 · 1 revision

3 - Item Stats

Stat definitions live in plugins/Divinity/item_stats/.

Definition files

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.

Requirements

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.

Administrator notes

  • 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 -1 is 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.

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