default: ATTACK_DAMAGE: base: 1 per-level: 0 ATTACK_SPEED: base: 4 per-level: 0 MAX_HEALTH: base: 20 per-level: 0 MOVEMENT_SPEED: base: .2 per-level: 0 ARMOR: base: 0 per-level: 0 ARMOR_TOUGHNESS: base: 0 per-level: 0 SPEED_MALUS_REDUCTION: base: 0 per-level: 0 KNOCKBACK_RESISTANCE: base: 0 per-level: 0 HEALTH_REGENERATION: base: .1 per-level: 0 MAX_MANA: base: 20 per-level: 0 MANA_REGENERATION: base: .166 per-level: .03 MAX_STELLIUM: base: 20 per-level: 0 STELLIUM_REGENERATION: base: .01 per-level: 0 # Increases main class experience earned. ADDITIONAL_EXPERIENCE: base: 0 per-level: 0 # Reduces skill cooldowns by X% COOLDOWN_REDUCTION: base: 0 per-level: 0 # Dealt by skills SKILL_DAMAGE: base: 0 per-level: 0 # Physical skill damage PHYSICAL_DAMAGE: base: 0 per-level: 0 # Magical skill damage MAGICAL_DAMAGE: base: 0 per-level: 0 # Dealt by any weapon WEAPON_DAMAGE: base: 0 per-level: 0 # Dealt by projectile skills or weapons PROJECTILE_DAMAGE: base: 0 per-level: 0 # Reduces the amount of tugs needed to fish fishes. # (When set to 30, 30% of the tugs will be removed). FISHING_STRENGTH: base: 0 per-level: 0.3 min: 0 max: 40 # Chance of instantly fishing. CRITICAL_FISHING_CHANCE: base: 5 per-level: 0 min: 0 max: 70 # Chance of being dragged in the waters # by the fish when trying to catch it, # once the player has NOT successfully # fished (conditional probability). CRITICAL_FISHING_FAILURE_CHANCE: base: 3 per-level: -.01 min: 1 max: 100 # How much decimal places the different stats # display in the GUIs (e.g in player stats). # Default is "0.#" when none is specified. # https://docs.oracle.com/javase/7/docs/api/java/text/DecimalFormat.html decimal-format: MOVEMENT_SPEED: '0.##' ARMOR_TOUGHNESS: '0.###' KNOCKBACK_RESISTANCE: '0.##' HEALTH_REGENERATION: '0.##' MANA_REGENERATION: '0.##' STELLIUM_REGENERATION: '0.##'