Adjust combat balance, economy, party sizes, and more.

Tuning Constants

All gameplay numbers are configurable in the Studio's settings. Here are the key values you can adjust.

Combat tuning — Damage & Defense configuration for core balance values and combat formula constants
Combat tuning — Damage & Defense configuration for core balance values and combat formula constants

Movement & World

SettingDefaultDescription
Move speed4.0 tiles/secBase character movement speed
Tile size64 × 32 pxIsometric tile dimensions (2:1 diamond)
Chunk size64×64 tilesWorld streaming chunk size
Elevation scale200 pxVertical pixel offset per elevation unit (controls cliff height)
View modeIsometricisometric (2:1 diamond) or topdown (square grid)

Combat Balance

SettingDefaultDescription
Global cooldown1000 msShared cooldown between abilities
Base swing interval2000 msWorld base attack cadence for mobs and NPCs (players swing at their weapon's attack speed)
Crit chance5%Base critical hit probability
Crit multiplier1.5×Extra damage on critical hits

Social Limits

SettingDefaultDescription
Party size4Maximum party members
Guild cap50Maximum guild members
Chat cooldown500 msMinimum time between chat messages

Economy

SettingDefaultDescription
Starting currency100 silverSilver given to new characters (silver is the base currency)
NPC buy rate0.4×NPCs buy items at 40% of base price

Crafting Quality

Quality buckets are creator-defined in the Rarity & Quality editor (rename / recolor / reorder / add your own) — the table below is only the seeded default ladder. Higher crafting skill and better stations increase the chance of rolling higher quality:

Quality (default ladder)Stat Multiplier
Normal1.0×
Good1.1×
Outstanding1.2×
Excellent1.35×
Masterpiece1.5×

Crafting stations add +5 effective skill per station tier.

Crafting Stations

A station is a real object in the world: it takes up space, it can burn fuel, and if a player placed it they can charge others to use it.

Where to Author It

WhatWhere
A station item players can placeItems → (an item of type Crafting Station) → Crafting Station Configuration
Stations you place yourselfZones → open a map → Events layer → Crafting Stations — the same tool you place NPCs with
Whether players may build off-claimZones → open a map → Properties → free placement
What counts as fuelItems → (an item) → Fuel Value

The Fields

FieldWhat it does
Opens Crafting MenuWhich station type this is — forge, loom, smelter, and so on
Station TierBoth the quality bonus (+5 effective craft skill per tier) and the highest tier craftable here
Placed GraphicThe map object drawn when placed. This is also its footprint — the object’s tile size is the space it occupies, and its passage grid decides which of those tiles block movement
Fuel Capacity0 = never needs fuel. Give a forge a capacity and it burns fuel per craft
Fuel Value (on any item)How much fuel that item adds when burned. 0 = not fuel

Placing One

Players place stations two ways, and both validate the same rules:

1. From the bag — select the item and choose Place Station. 2. From the hotbar — assign it to a slot under the Build tab, press the slot key to arm it, then click a tile. Pressing the key again puts it away.

A placement is refused, with the reason, when any tile of the footprint is blocked, occupied by another station or chest, has someone standing on it, or sits outside land the player may build on.

Fuel and Fees

A fuelled station shows a gauge in the world and in the crafting window, and refuses to craft when empty. Anyone can top one up — refuelling is a gift, not a right. Fuel is only ever consumed in whole items, so topping off a nearly full forge won’t waste the rest of your charcoal.

The owner may set a fee (up to 50%) charged as a share of the materials going in. Friends, guildmates and fellow claim members are waived by default, and alliance members can be too. The fee collects on the station rather than paying the owner directly — they come and collect it.

Placing Them Yourself

Stations go down with the same event tool you place NPCs with: open a map, switch to the Events layer, and pick from the Crafting Stations group. Only items authored as a station appear there — the item carries the type, tier, graphic and fuel capacity, so an editor-placed station and a player-placed one are the same thing authored once.

Stations you place belong to the map: they never charge a fee and players cannot pick them up. Drag one off the map and it is removed on save; stations players placed are left alone.

Gotchas

  • Stations must go on land you own — a housing plot or a land claim you may build on — unless the map has free placement switched on.
  • The graphic decides the space. A 3×2 forge reserves six tiles even if players can walk through its front row, so nothing else can be placed overlapping it.
  • A station in use can’t be picked up, and you must collect its earnings first.
  • The fee is charged when the craft starts, so an over-tier attempt that then fails still paid to use the station — the forge was fired either way.
  • Set Fuel Capacity to 0 for stations that shouldn’t need fuel; there is no separate on/off switch.
  • Stations authored in the editor are creator-owned: they never charge a fee and players can’t pocket them.

Craft Tiers

What tier a crafter can make is two gates, and the lower one wins:

  • The skill's tier ladder — what they have learned. Authored per skill under Skills → (a skill) → Craft Tiers: set T2 to unlock at level 5 and anyone at level 5 in that skill can make T2 goods, at any station.
  • The station's tier — what the equipment permits. A placed station takes its tier from its sprite (forge_t3 = tier 3); an NPC station uses its authored tier. A station with no tier in its name imposes no ceiling, so adding a ladder never quietly caps your existing forges at T1.
Players pick the tier in the craft window. Materials must match the chosen tier exactly — crafting T3 needs T3 ore, and 40 units of T5 ore will not do. That is what gives each tier its own material economy instead of letting high-tier stock satisfy everything.

Crafting Above Your Rating

Exactly as a gathering tool works one tier under a node, a crafter may attempt one tier above their effective rating. It costs them:

SettingDefaultEffect
overTierCraftFailurePct25%Chance the craft fails outright
overTierCraftFailureRefundPct0%Materials handed back on a failure — raise it if losing the lot feels too harsh
overTierCraftQualityPenalty40Effective-skill deficit on the quality roll, so a successful over-tier piece still comes out poor

Gotchas

  • A skill with no ladder gates nothing. Leave Craft Tiers empty and that skill crafts at any tier the materials allow, exactly as before this system existed. The station tier is ignored too — the ceiling only applies once you author a ladder.
  • Removing a rung removes every rung above it. Tiers are positional, so the editor only lets you drop from the top.
  • The output item’s own tier band still applies. A recipe whose result is banded T1–T3 cannot be crafted at T5 however skilled the crafter, and the tier buttons for it stop at T3.
  • The over-tier craft still needs the higher-tier materials. Materials decide what is being made; the skill gap is what you are penalised for.
  • Tier 1 is always craftable, even below the ladder’s first rung — a fresh character can always make something.

Weapon Tier Scaling

Weapon tier scaling is linear — 1.0 + (tier − 1) × step, across 8 tiers (T1–T8). The per-tier step (weaponTierScaling) is a tunable constant; the default is 0.25, giving the curve below. Lower it for a flatter power band, raise it for a steeper endgame:

TierDamage Multiplier
T11.0×
T21.25×
T31.5×
T41.75×
T52.0×
T62.25×
T72.5×
T82.75×

Zone Tier Constants

The zone-tier system’s knobs live under Combat → Itemization. See Zone Tiers for what they do.

SettingDefaultEffect
maxTier8The world’s highest tier. Caps every zone tier, spawn and drop. Raise it to add tiers above 8 — bands, zone tiers and drop rolls all follow it, and the per-tier scaling table above simply continues
itemTierStatScaling0.25Stat step per tier above an item’s Min Tier
mobTierHpScaling0.25Mob HP step per tier above 1
mobTierDamageScaling0.25Damage step per tier for unarmed mobs (an armed mob’s damage comes from its weapon’s tier instead, so the two never stack)
tierDropSpread2How far below the map tier a drop may roll
tierDropWeights60, 30, 10Roll weights across that window, lowest tier first — so the map’s own tier is the rare one

Farming

SettingDefault
Tillable surfacesSoil, Grass, Dirt (per-crop preferredBiomes refine where each crop thrives)
Growth stagesPer-crop (typically Seed → Sprout → Growing → Mature → Harvestable, with a Withered end state)

Housing

SettingDefault
Default land claim16 × 16 tiles (configurable per world)
Default plot8 × 8 tiles
House interior20 × 20 tiles
Max placed entities per plot200