> For the complete documentation index, see [llms.txt](https://changelog.matrixemulator.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://changelog.matrixemulator.com/welcome/server/muserver/gameservercs/data/character.md).

# Character

## GameServerInfo - Character.dat

Character combat formula constants: damage, success rate, defense, speed, recovery, and context-dependent damage multipliers (PvP, PvM, events, Castle Siege).

### Damage Rates by Context

<table data-header-hidden data-search="false"><thead><tr><th></th><th></th></tr></thead><tbody><tr><td><strong>Key</strong></td><td><strong>What it is</strong></td></tr><tr><td>DuelDamageRate</td><td>% of damage in duels (<code>/duel</code>).</td></tr><tr><td>GensDamageRate</td><td>% of damage in Gens warfare.</td></tr><tr><td>CustomArenaDamageRate</td><td>% of damage inside custom arena maps (<code>Data\Custom\CustomArena.txt</code>).</td></tr><tr><td>ChaosCastleDamageRate</td><td>% of damage inside Chaos Castle.</td></tr><tr><td>IllusionTempleDamageRate</td><td>% of damage inside Illusion Temple.</td></tr><tr><td>CastleSiegeDamageRate1</td><td>% of PvP damage inside Castle Siege between different sides (or with no defined side).</td></tr><tr><td>CastleSiegeDamageRate2</td><td>% of PvP damage inside Castle Siege between players on the same side.</td></tr><tr><td>CastleSiegeDamageRate3</td><td>% of damage against Castle Gates and Guardian Statues during Castle Siege.</td></tr><tr><td>GeneralDamageRatePvP</td><td>Global PvP damage % (applied before any of the context multipliers above).</td></tr><tr><td>GeneralDamageRatePvM</td><td>Global damage % against monsters.</td></tr><tr><td>ReflectDamageRatePvP / ReflectDamageRatePvM</td><td>% of reflected damage (via Reflect Damage/items) in PvP and PvM.</td></tr></tbody></table>

### Damage Rates by Class

| **Key**                           | **What it is**                                                       |
| --------------------------------- | -------------------------------------------------------------------- |
| DWDamageRatePvP – RFDamageRatePvP | Class damage % in PvP (multiplies on top of `GeneralDamageRatePvP`). |
| DWDamageRatePvM – RFDamageRatePvM | Class damage % against monsters.                                     |

### Class × Class Damage Rates (PvP)

| **Key**                                                     | **What it is**                                                                                                                 |
| ----------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------ |
| `<Class1>`DamageRateTo`<Class2>` (e.g., `DWDamageRateToDK`) | % of damage when Class 1 attacks Class 2 in PvP — a complete 7×7 matrix (every combination of attacking class × target class). |

### Damage Stuck Rate (Flinch)

| **Key**                               | **What it is**                                                                                                                                                                              |
| ------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| DWDamageStuckRate – RFDamageStuckRate | Chance (%) for a hit from this class to momentarily stun/immobilize the target. Does not work against targets riding an Angel, Dinorant, Dark Horse, or Uniria (these pets grant immunity). |

### Damage Multipliers (DK/DL/RF)

| **Key**                                                                           | **What it is**                                                                                                         |
| --------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------- |
| DKDamageMultiplierConstA                                                          | Used in DK's Twisting Slash/Rageful Blow multiplier: `200 + (Energy ÷ ConstA)`, capped by `DKDamageMultiplierMaxRate`. |
| DLDamageMultiplierConstA                                                          | Equivalent constant for the Dark Lord's skill multiplier.                                                              |
| RFDamageMultiplierConstA / ConstB / ConstC                                        | Equivalent constants for the Rage Fighter's skill multiplier.                                                          |
| DKDamageMultiplierMaxRate / DLDamageMultiplierMaxRate / RFDamageMultiplierMaxRate | Maximum cap for each respective multiplier above.                                                                      |

### Dark Spirit (Raven)

<table data-header-hidden data-search="false"><thead><tr><th></th><th></th></tr></thead><tbody><tr><td><strong>Key</strong></td><td><strong>What it is</strong></td></tr><tr><td>DarkSpiritRangeAttackRate</td><td>Chance (%) for the Dark Spirit to perform a ranged attack.</td></tr><tr><td>DarkSpiritCriticalDamageRate</td><td>Critical damage chance (%) for the Dark Spirit.</td></tr><tr><td>DarkSpiritExcellentDamageRate</td><td>Excellent damage chance (%) for the Dark Spirit.</td></tr><tr><td>DarkSpiritAttackDamageMinConstA / ConstB / ConstC</td><td>Constants for the Dark Spirit's minimum damage formula.</td></tr><tr><td>DarkSpiritAttackDamageMaxConstA / ConstB / ConstC</td><td>Constants for the maximum damage formula.</td></tr><tr><td>DarkSpiritAttackSpeedConstA / ConstB / ConstC / ConstD</td><td>Constants for the Dark Spirit's attack speed formula.</td></tr><tr><td>DarkSpiritAttackSuccessRateConstA / ConstB / ConstC</td><td>Constants for the Dark Spirit's attack success rate formula.</td></tr></tbody></table>

### Guardians (Pets) — Outgoing Damage Increase

| **Key**                    | **What it is**                               |
| -------------------------- | -------------------------------------------- |
| SatanIncDamageConstA       | % damage increase when using a Satan pet.    |
| DinorantIncDamageConstA    | % damage increase when using a Dinorant.     |
| BlackFenrirIncDamageConstA | % damage increase when using a Black Fenrir. |
| DemonIncDamageConstA       | % damage increase when using a Demon pet.    |
| SkeletonIncDamageConstA    | % damage increase when using a Skeleton pet. |

### Guardians (Pets) — Incoming Damage Reduction

| **Key**                           | **What it is**                                                                                                       |
| --------------------------------- | -------------------------------------------------------------------------------------------------------------------- |
| AngelDecDamageConstA              | % damage reduction when using an Angel pet.                                                                          |
| DinorantDecDamageConstA / ConstB  | % damage reduction when using a Dinorant (`ConstB` is only added if the Dinorant has the specific excellent option). |
| DarkHorseDecDamageConstA / ConstB | % damage reduction when using a Dark Horse (DL mount).                                                               |
| BlueFenrirDecDamageConstA         | % damage reduction when using a Blue Fenrir.                                                                         |
| MariaDecDamageConstA              | % damage reduction when using a Maria pet.                                                                           |

### Combo Skill Damage

| **Key**                                | **What it is**                                        |
| -------------------------------------- | ----------------------------------------------------- |
| `<Class>`ComboDamagePvPConstA / ConstB | Extra damage constants for that class's combo in PvP. |
| `<Class>`ComboDamagePvMConstA / ConstB | Same as above, but against monsters.                  |

### Specific Skill Damage

| **Key**                                  | **What it is**                                                                             |
| ---------------------------------------- | ------------------------------------------------------------------------------------------ |
| EarthquakeDamageConstA / ConstB / ConstC | Earthquake damage: `(Strength÷ConstA) + (Command÷ConstB) + (Equipped pet level × ConstC)`. |
| ElectricSparkDamageConstA / ConstB       | Electric Spark damage: `(Command÷ConstA) + ConstB`.                                        |
| DLSkillDamageConstA / ConstB             | Base damage for other Dark Lord skills: `(Strength÷ConstA) + (Energy÷ConstB)`.             |
| NovaDamageConstA / ConstB / ConstC       | Nova (SU) damage: `(ConstA × charge count × ConstB) + (Strength÷ConstC)`.                  |

### Plasma Storm Damage (by Class)

| **Key**                                                                 | **What it is**                                                                                                                                                             |
| ----------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| `<Class>`PlasmaStormDamageConstA / B / C / D (and `ConstE` for DL only) | Base damage formula constants for that class's Plasma Storm, each dividing a different attribute (Strength/Agility/Vitality/Energy, in the order they appear in the file). |

### Base Damage (Physical and Magic) by Class

| **Key**                                                                                                               | **What it is**                                                                                                      |
| --------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------- |
| `<Class>`PhysiDamageMinConstA / MaxConstA                                                                             | Minimum/maximum physical damage: `Strength ÷ ConstA`.                                                               |
| FEPhysiDamageMinBowConstA / ConstB, MaxBowConstA / ConstB                                                             | Alternative Elf formula when using a bow: also factors in Agility.                                                  |
| MGPhysiDamageMinConstA/B, MaxConstA/B / DLPhysiDamageMinConstA/B, MaxConstA/B / RFPhysiDamageMinConstA/B, MaxConstA/B | Alternative formulas for these classes when calculations depend on two attributes (`ConstB` is the second divisor). |
| `<Class>`MagicDamageMinConstA / MaxConstA                                                                             | Minimum/maximum magic damage: `Energy ÷ ConstA`.                                                                    |

### Attack Success Rate (vs. Monsters)

| **Key**                                                                 | **What it is**                                                                                   |
| ----------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------ |
| `<Class>`AttackSuccessRateConstA / B / C / D (and `ConstE` for DL only) | Formula: `((Level+MasterLevel) × ConstA) + ((Agility × ConstB) ÷ ConstC) + (Strength ÷ ConstD)`. |

### Attack Success Rate (PvP)

| **Key**                                         | **What it is**                                                                                                                                |
| ----------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------- |
| `<Class>`AttackSuccessRatePvPConstA / B / C / D | Dedicated PvP formula: `(((Level+MasterLevel) × ConstA) ÷ ConstB) + ((Agility × ConstC) ÷ ConstD)` — uses different values than vs. monsters. |

### Attack Speed

| **Key**                   | **What it is**                             |
| ------------------------- | ------------------------------------------ |
| `<Class>`PhysiSpeedConstA | Physical attack speed: `Agility ÷ ConstA`. |
| `<Class>`MagicSpeedConstA | Magic attack speed: `Agility ÷ ConstA`.    |

### Defense Success Rate

| **Key**                                      | **What it is**                                                  |
| -------------------------------------------- | --------------------------------------------------------------- |
| `<Class>`DefenseSuccessRateConstA            | `Agility ÷ ConstA` (against monsters).                          |
| `<Class>`DefenseSuccessRatePvPConstA / B / C | Dedicated PvP formula (constants independent of the one above). |

### Defense

| **Key**                | **What it is**                    |
| ---------------------- | --------------------------------- |
| `<Class>`DefenseConstA | Base defense: `Agility ÷ ConstA`. |

### Dual Wielding

| **Key**                       | **What it is**                                                    |
| ----------------------------- | ----------------------------------------------------------------- |
| `<Class>`TwoWeaponsDamageRate | % of damage when the character is wielding a weapon in each hand. |

### Global Maximum Caps

<table data-header-hidden data-search="false"><thead><tr><th></th><th></th></tr></thead><tbody><tr><td><strong>Key</strong></td><td><strong>What it is</strong></td></tr><tr><td>MaxReflectRate</td><td>Maximum cap (%) for reflected damage, before applying the class <code>ReflectDamageRate</code>.</td></tr><tr><td>MaxDamageReductionRate</td><td>Maximum cap (%) for damage reduction.</td></tr><tr><td>MaxCriticalDamageRate</td><td>Maximum cap (%) for critical damage chance.</td></tr><tr><td>MaxExcellentDamageRate</td><td>Maximum cap (%) for excellent damage chance.</td></tr><tr><td>MaxDoubleDamageRate</td><td>Maximum cap (%) for double damage chance.</td></tr><tr><td>MaxTripleDamageRate</td><td>Maximum cap (%) for triple damage chance.</td></tr></tbody></table>

### Reflect Rate by Class

| **Key**                    | **What it is**                                                                                           |
| -------------------------- | -------------------------------------------------------------------------------------------------------- |
| `<Class>`ReflectDamageRate | Reflect damage effectiveness % for that class, applied to the value already limited by `MaxReflectRate`. |

### Maximum Attack Speed

| **Key**                                            | **What it is**                                                                              |
| -------------------------------------------------- | ------------------------------------------------------------------------------------------- |
| `<Class>`MaxAttackPhysiSpeed / MaxAttackMagicSpeed | Maximum attack speed cap for physical/magic attacks for that class. `0` = no cap (default). |

### Automatic Recovery (Idle)

| **Key**                 | **What it is**                                                                                                                                    |
| ----------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------- |
| `<Class>`HPRecoveryRate | % of maximum HP regenerated per cycle while standing still (out of combat). After 5 seconds without moving, grants an additional +5% fixed bonus. |
| `<Class>`MPRecoveryRate | Same logic, for Mana.                                                                                                                             |
| `<Class>`BPRecoveryRate | Same logic, for Shield (BP).                                                                                                                      |
| `<Class>`SDRecoveryRate | Same logic, for SD.                                                                                                                               |

### Notes

* The priority order in which PvP damage multipliers are calculated is always the same: `GeneralDamageRatePvP` → `DamageRatePvP` of the attacking class → `<Class1>`DamageRateTo`<Class2>` matrix → and finally only one of the special contexts (Duel, Gens, Custom Arena, Chaos Castle, Illusion Temple, or Castle Siege — in that specific priority order; the first one that matches is the only one applied).
* Castle Siege code only truly exists in `GameServerCS.exe` — the mechanics for this event (including `CastleSiegeDamageRate1`/`2`) are conditionally compiled and do not exist in the standard `GameServer.exe`. Modifying these keys inside the regular `GameServer\` directory has no effect; they only work within the `GameServerCS\` directory.
* Global caps (`Max...Rate`) always limit the values before applying individual class multipliers (`ReflectDamageRate`, etc.) — never after.
