Difficultylevels.txt File Guide

Difficultylevels.txt File Guide

Description: by Nefarius

Categories: File Guides (1.09x)


Column A Name: Name of the Difficulty. 

Column B ResistPenalty: The value removed from the resistances within this difficulty. 

Column C DeathExpPenalty: The percentage of experience you loose at death on this difficulty. 

Column D UberCodeOddsNormal: not used. (pre 1.07 this was the
percentage of low quality/normal/superior exceptional items dropped on
this specific difficulty.) 

Column E UberCodeOddsGood: not used. (pre 1.07 this was the percentage
of magic/rare/set/unique exceptional items dropped on this specific
difficulty.) 

Column F UltraCodeOddsNormal: not used. (never used, didn’t exist pre 1.07) 

Column G UltraCodeOddsGood: not used. (never used, didn’t exist pre 1.07) 

Column H MonsterSkillBonus: additional skill points added to monster
skills specified in monstats.txt for this difficulty. (has nothing to
do with missile damage bonus) 

Column I MonsterFreezeDivisor: divisor value for freezing length for this difficulty. 


Column J MonsterColdDivisor: divisor value for cold length for this difficulty. 

Column K AiCurseDivisor: divisor value for curse effect duration for this difficulty. 

Column L LifeStealDivisor: divisor value for lifesteal for this difficulty. 

Column M ManaStealDivisor: divisor value for manasteal for this difficulty. 

Column N ExtraUniqueMonsters: additional unique and champion monsters
added to every area that can spawn special monsters, based on the
settings in monstats.txt, this value is added both to minimum and
maximum special monster values, so a area with 1-2 would become 2-3 on
nightmare and 3-4 on hell using the values given in vanilla LoD. 

Column O UniqueDamageBonus: additional physical damage dealt by unique monsters on this difficulty. 

Column P ChampionDamageBonus: additional physical damage dealt by champion monsters on this difficulty. 

Column Q HireableBossDamageBonus: applies to the damage hirelings do to special bosses. 

Column R StaticFieldMin: minimum percentage life left on monsters hit
by static field, setting all of them to 0 will make static field work
the same way it did in classic d2.

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[url=https://www.d2mods.info/forum/kb/viewarticle?a=225&sid=09db7d065ee2ec9943bdbda1ed5cbc79]Knowledge Base - Difficultylevels.txt File Guide[/url]