Musical Knowledge - M-Crit Rate +1% per level. High Pitch - DMG from Vocal Bomb +2% per level. Requires 5 points into Musical Knowledge. Composing - ACC +2% per level. Conductor - All Magic +2% per level. Requires 25 knowledge points spent.(all around boost) Marching Song - War Rhyme's duration +2 seconds per level. 10 level R1 – Spawn tentacles that damage and control enemies. (Crusher Tentacles, 1 Contstricting Tentacles, 3 Corruptor Tentacles) Corruptor Tentacles channel a beam to a random enemy prior to heroes (360 health (+4% per level), 27 dmg +4% per level and 15% slow) Cooldown: 90 seconds R2 – Corrupt all friendly units on a map.
There are a variety of unique pieces of equipment in Lineage 2 Revolution including various weapons and armor, to accessories and gemstones. Players can choose specific equipment set and refine them to fit their playstyle, but will also require a large investment to fully upgrade to its maximum potential. All player equipment has a maximum level of 30 and spans across 6 grades: C, B, A, S, R and SR; C-Grade equipment being the weakest and SR-Grade having the highest base stats.
This page gives a general overview of all equipment. For more detailed information, visit the individual pages for Weapons, Armors or Accessories. (see also Pet Equipment)
- 3Equipment Types
- 4Equipment Attributes
- 6Equipment Set Bonuses
- 8Equipment
Improving Equipment[edit | edit source]
You can raise the stats on your equipment through various enhancements available from the Forge. From the forge, players have access to a variety of equipment enhancement options like leveling up, enhancing using scrolls, combining, upgrading and other functions.
Increasing the item level, enhancing equipment and socketing Soul Crystals all contribute to your equipment stats.
Equipment Grades[edit | edit source]
There are six grades for equipment in Lineage 2: Revolution. They are C, B, A, S, R and SR. Apart from their letters, the grade of equipment can be also be identified by the color of the text that appears in chat and in server-wide notifications. Higher grades of equipment have higher base stats and unlock additional stats and attributes at S-Grade and higher.
- C-Grade (Gray)
- B-Grade (Blue)
- A-Grade (Green)
- S-Grade (Cyan) +1 Bonus Stat, Attribute Unlocked
- R-Grade (Purple) +2 Bonus Stats
- SR-Grade (Orange) +3 Bonus Stats
Equipment Types[edit | edit source]
Player equipment can be separated into three general categories: Weapons, Armor and Accessories. There are no level restrictions on any piece of equipment. Rather, the strength of one's equipment is distinguished by its' grade and enhancement level.
Weapons[edit | edit source]
There are 6 types of weapons in the game. You may equip any weapon type at any time, but can only utilize your job's skills if the appropriate weapon is equipped. Each weapon has its own unique attack animation; switching to other attack styles can be more effective when farming lower leveled monsters.
There are three standard variations of each weapon type and one rare variant, each with their own attribute bonus.
Armors[edit | edit source]
There are four slots for armor, namely: Helmet, Armor, Gloves and Boots. There are three classes of armor available corresponding to the three basic starter classes: Heavy Armor (Warrior), Light Armor (Rogue) and Robes (Mystic). Each type of armor has two standard variations and one rare variant, each offering its own attribute and set bonus. Equipping multiple pieces of armor of the same grade and set will activate a set bonus.
Notably, Rare Armor has higher base stats compared to the normal sets. They can be identified by the glowing background behind the item. Rare Armors can be acquired through High-Grade Equipment boxes or through combining (plus a little luck).
Accessories[edit | edit source]
There are five slots for accessories: Necklace, 2 Earrings and 2 Rings. Similar to Armor, equipping multiple pieces from the same set will activate a set bonus. The sets for accessories are separate from that of Armor sets. There are 6 different types of accessory sets and every set has their own special bonus.
Equipment Attributes[edit | edit source]
Attributes appear on equipment Grade-S or higher. Attributes are not random; they are unique to the pieces within that set. Likewise, the number of sets available is the same as the number of possible attributes. All forms of equipment start at level 1 attributes and can be enhanced up to level 5 using the Forge. Attribute enhancement requires material equipment with the same attribute as the base equipment.
Weapon Attributes[edit | edit source]
Weapons have five attributes available: Bravery, Massacre, Hunt,Annihilate and Pierce.
- Bravery - Bonus Dmg. vs. Bosses
- Massacre - Bonus Dmg. vs. Normal Monsters
- Hunt - Bonus Dmg. vs. Elite Monsters
- Annihilate(Rare) - Bonus Dmg. vs. other players
- Pierce(Rare) - Bonus Dmg. vs. Magical Monsters
Armor Attributes[edit | edit source]
Armors have four attributes available: Protection, Patience,Iron Walland Aegis.
- Protection - Take reduced damage from Bosses
- Patience - Take reduced damage from Elite Monsters
- Iron Wall(Rare) - Take reduced damage from other players
- Aegis (Rare) - Take reduced damage from Magical Monsters
Accessory Attributes[edit | edit source]
Accessories have six attributes available: Calm, Meditation, Rapid, Tenacity, Stern and Liveliness.
- Calm - Increased Combo End Time
- Meditation - Increased Magic Defense
- Rapid - Increased Movement Speed
- Tenacity - Increased Stun Resist Rate
- Stern - Increased Crit. Resist Rate
- Liveliness - Increased Slow Resist Rate
Bonus Stats[edit | edit source]
Stub. Lazy to write right now.
Potential bonus stats for each line. Weapon stats, Armor, Accessory each get a section.
Equipment Set Bonuses[edit | edit source]
Set bonuses are activated when multiple pieces of the same set and grade are equipped. Equipping pieces of the same set but a different grade will not count towards a set bonus. There are two Armor Sets for each class, for a total of six armor sets as well as six Accessory sets; Weapons do not contribute to set bonuses.
Armor Sets[edit | edit source]
Armor Type | Armor Name | Set Name | Attribute | Bonuses | ||
---|---|---|---|---|---|---|
2 Set | 3 Set | 4 Set | ||||
Heavy Armor | Nightmare | Nightmare Grasp | Protection | Max HP Increase | P. Def. Increase | Final Dmg. Decrease |
Blue Wolf | Fang of the Blue Wolf | Patience | Final Dmg. Decrease | Crit. Resist Rate Up | Max HP Increase | |
Dominus (Rare) | Master's Dignity | Iron Wall | Max HP Increase | Crit. Resist Rate Up | Final Dmg. Decrease | |
Light Armor | Avadon | Catastrophic Energy | Protection | Max HP Increase | P. Def. Increase | Final Dmg. Decrease |
Tracker | Tracker's Footsteps | Patience | Final Dmg. Decrease | Crit. Resist Rate Up | Max HP Increase | |
Reggios (Rare) | Group Cheer | Iron Wall | Max HP Increase | Crit. Resist Rate Up | Final Dmg. Decrease | |
Robe | Majestic | Commanding Voice | Protection | Max HP Increase | M. Def Increase | Final Dmg. Decrease |
Dynasty | Sovereign's Majesty | Patience | Final Dmg. Decrease | Crit. Resist Rate Up | Max HP Increase | |
Optimus (Rare) | Aristocratic Elegance | Iron Wall | Max HP Increase | Crit. Resist Rate Up | Final Dmg. Decrease |
Accessory Sets[edit | edit source]
Accessory Name | Set Name | Attribute | Bonuses | |||||
---|---|---|---|---|---|---|---|---|
2 Set | 3 Set | 4 Set | 5 Set | |||||
Max MP | Acc. Rate | Crit. Rate | Final Dmg. | |||||
Arbol | Tree Shade | Calm | Combo End Time | +0.50% | + | +++ | + | +++ |
Moonstone | Hefty Moonstone | Meditation | M. Def. | +50 | +++ | +++ | + | + |
Nassen | Nassen's Blood | Rapid | Speed | +0.50% | +++ | + | + | +++ |
Elven | Elven Cunning | Tenacity | Stun Resist Rate | +0.50% | +++ | + | +++ | + |
Black Ore | Black Ore Energy | Stern | Crit. Resist Rate | +0.50% | + | +++ | +++ | + |
Phoenix | Phoenix Breath | Liveliness | Slow Resist Rate | +0.50% | ++ | ++ | ++ | ++ |
+ : +3.5% (S-Grade, +1% per grade)
++ : +4% (S-Grade, +1% per grade)
+++: +4.5% (S-Grade, +1% per grade)
Equipment Upgrade Ratios[edit | edit source]
The golden ratio is 1:3 per item grade.
E.g. as per bar increase – I’m leveling an S armor (S is Lv 1, materials are Lv 1 too, all items used are new, haven’t been leveled up, enhanced, etc.):
If I use x1 A, the increase is equal to x3 Bs.
If I use x1 B, the increase is equal to x3 Cs
Therefore, x1 A has the same increase as x9 Cs.
E.g. as per bar increase and price – with same new Lv 1 S armor and Lv 1 materials:
If I use x1 A (the price is 5,900), the increase is equal to x3 Bs (x1 B costs 2,000 but we need x3, so that’s 6,000). Therefore, using x1 A is cheaper by 100.
If I use x1 B (the price is 2,000), the increase is equal to x3 Cs (x1 C costs 700 but we need x3, so that’s 2,100). Therefore, using x1 B is cheaper by 100.
If I use x1 A (the price is 5,900), the increase is equal to x9 Cs (x1 C costs 700 but we need x9, so that’s 6,300). Therefore, using x1 A is cheaper by 400.
Equipment[edit | edit source]
Boots / Stiefel[edit | edit source]
Name | Power | Magic | HP | Attack | Damage | MP |
---|---|---|---|---|---|---|
Avadon Boots | ||||||
Blue Wolf Boots | ||||||
Dark Crystal Boots | ||||||
Divine Boots | ||||||
Dominus Boots | ||||||
Dynasty Boots | ||||||
Majestic Boots | 24 | 27 | 28 | |||
Mithril Boots | ||||||
Nightmare Boots | ||||||
Optimus Boots | ||||||
Reggios Boots | ||||||
Steel Boots | ||||||
Tracker Boots |
Earrings / Ohrringe[edit | edit source]
Name | Power | Magic | HP | Attack | Damage | MP |
---|---|---|---|---|---|---|
Ageless Mercenary Ring | 179 | 186 | ||||
Arbol Earring | ||||||
Black Ore Earring | ||||||
Elven Earring | ||||||
Elven Earrings | ||||||
Moonstone Earring | ||||||
Nassen Earring |
Gloves / Handschuhe[edit | edit source]
Name | Power | Magic | HP | Attack | Damage | MP |
---|---|---|---|---|---|---|
Avadon Gloves | ||||||
Blue Wolf Gloves | ||||||
Dark Crystal Gloves | ||||||
Divine Gloves | ||||||
Dominus Gloves | ||||||
Dynasty Gloves | ||||||
Majestic Gloves | ||||||
Mithril Gloves | ||||||
Nightmare Gloves | ||||||
Optimus Gloves | ||||||
Reggios Gloves | ||||||
Tracker Gloves |
Helmets / Helme[edit | edit source]
Name | Power | Magic | HP | Attack | Damage | MP |
---|---|---|---|---|---|---|
Avadon Headgear | ||||||
Blue Wolf Headgear | ||||||
Dark Crystal Helmet | ||||||
Divine Helm | ||||||
Dominus Headgear | ||||||
Dynasty Headgear | ||||||
Majestic Headgear | ||||||
Mithril Helmet | ||||||
Nightmare Headgear | ||||||
Optimus Headgear | ||||||
Reggios Headgear | ||||||
Steel Visor | ||||||
Tracker Headgear |
Necklaces / Halskette[edit | edit source]
Name | Power | Magic | HP | Attack | Damage | MP |
---|---|---|---|---|---|---|
Arbol Necklace | ||||||
Black Ore Necklace | ||||||
Elven Necklace | ||||||
Moonstone Necklace | ||||||
Nassen Necklace | ||||||
Phoenix Necklace |
Rings / Ringe[edit | edit source]
Name | Power | Magic | HP | Attack | Damage | MP |
---|---|---|---|---|---|---|
Arbol Ring | ||||||
Black Ore Ring | ||||||
Elven Ring | ||||||
Moonstone Ring | ||||||
Nassen Ring | ||||||
Phoenix Ring |
Gallery[edit | edit source]
Retrieved from 'https://l2revolution.gamepedia.com/index.php?title=Equipment&oldid=21867'
We have updated our site and moved a few things. An updated version of this page is available here:
There are several settings for controlling and configuring you Ark: Survival Evolved Dedicated Server. This is a list of the currently available settings. The list will be updated as changes are made.
To make things easier we have created a growing set of configuration tools that allow quick and easy generation of the code you need to modify your server. A complete list of these tools can be found here: Customization Tools
This tool can also be used for Single Player & Non-Dedicated Sessions. For information on customization in these situations and for information on what customization can do for you in general please see this page: Balancing Ark
To make things easier we have created a growing set of configuration tools that allow quick and easy generation of the code you need to modify your server. A complete list of these tools can be found here: Customization Tools
This tool can also be used for Single Player & Non-Dedicated Sessions. For information on customization in these situations and for information on what customization can do for you in general please see this page: Balancing Ark
![Hotspur Hotspur](/uploads/1/2/5/8/125871324/222231913.jpg)
To change these settings you have two primary methods available. The first is to add to the command line for launching the server. For temporary changes and testing settings this is not a bad solution.
An example of using the command line method would be:
An example of using the command line method would be:
ShooterGameServer TheIsland?listen?ServerPVE=True?ServerPassword=YourServerPassword
For the most part, a server setting can be changed in this way simply by adding ?SettingName=SettingValue to the command line.
For more permanent changes, your best bet is to edit the server configuration file. You can find it in one of the following two locations, depending on which type of server you are running:
For more permanent changes, your best bet is to edit the server configuration file. You can find it in one of the following two locations, depending on which type of server you are running:
![Level Level](/uploads/1/2/5/8/125871324/625235711.jpg)
/pathto/yourarkserver/ShooterGame/Saved/Config/LinuxServer/GameUserSettings.ini
C:pathtoyourarkserverShooterGameSavedConfigWindowsServerGameUserSettings.ini
C:pathtoyourarkserverShooterGameSavedConfigWindowsServerGameUserSettings.ini
You shouldnot touch the first part of the settings file. Settings that are of importance to administrators are broken into groups at the bottom of the file.
[ServerSettings]
ShowMapPlayerLocation=False
ServerHardcore=False
GlobalVoiceChat=False
ProximityChat=False
NoTributeDownloads=False
AllowThirdPersonPlayer=False
DontAlwaysNotifyPlayerJoined=False
ServerPVE=True
ServerCrosshair=False
ServerForceNoHUD=False
ServerPassword=ServerPassword
ServerAdminPassword=ServerAdminPassword
DifficultyOffset=0
MaxStructuresInRange=1300.000000
EnablePvPGamma=False
bDisableStructureDecayPvE=False
bAllowFlyerCarryPvE=False
AlwaysNotifyPlayerLeft=True
[SessionSettings]
SessionName=You rArk Server's Name
[/Script/Engine.GameSession]
MaxPlayers=70
[MessageOfTheDay]
Message=Your Server's Welcome Message
ShowMapPlayerLocation=False
ServerHardcore=False
GlobalVoiceChat=False
ProximityChat=False
NoTributeDownloads=False
AllowThirdPersonPlayer=False
DontAlwaysNotifyPlayerJoined=False
ServerPVE=True
ServerCrosshair=False
ServerForceNoHUD=False
ServerPassword=ServerPassword
ServerAdminPassword=ServerAdminPassword
DifficultyOffset=0
MaxStructuresInRange=1300.000000
EnablePvPGamma=False
bDisableStructureDecayPvE=False
bAllowFlyerCarryPvE=False
AlwaysNotifyPlayerLeft=True
[SessionSettings]
SessionName=You rArk Server's Name
[/Script/Engine.GameSession]
MaxPlayers=70
[MessageOfTheDay]
Message=Your Server's Welcome Message
Below is a list of the settings in GameUserSettings.ini, along with their default values and a description of what they mean. Please be aware that we have also created a few tools that allow easy configuration and code generation for these settings. You can find a complete listing of these tools at the bottom of this page.
Setting & Description |
---|
alwaysNotifyPlayerJoined Boolean Value & Default is False If True players will always get notified when someone joins the server. |
alwaysNotifyPlayerLeft Boolean Value & Default Value is False If True players will always be notified when someone leaves the server |
allowThirdPersonPlayer Boolean Value & Default is False If True players will be able to use third person view |
globalVoiceChat Boolean & Default Value is False If True voice chat will be global, meaning all players on the server, everywhere. |
ShowMapPlayerLocation Value is Boolean & Default is False If True players will be able to see thier position on the map |
noTributeDownloads Value is Boolean & Default is True If True players will not be allowed to download thier characters and dinos from other servers. |
proximityChat Value is Boolean & Default is False True will only allow players close to text chat with each other in game. If False players will see all text chat mesasges regardless of where they are. |
serverHardcore Value is Boolean & Default is False If True players will restart at level 1 should they die. |
serverForceNoHud Value is Boolean & Default is False If True the Hud will be disabled. |
AllowFlyerCarryPvE Value is Boolean & Default is False If True flying Dinos will be able to pick up other players and dinos when mounted by a player. |
MaxStructuresInRange Value is an Integer & Default is 1300 Specifies the maximum number of structures that can be constructed within a certain (currently hard-coded) range. |
MaxPlayers Value is an Integer & Default is 70 Specifies the maximum number of players that can play on the server simultaneously. Must be placed under [/script/engine.gamesession]. |
DifficultyOffset Value is a Float & Default is 4 Specifies the difficulty level (0-4 Currently Supported. Higher is harder.). |
ServerPassword Value is a String and by default there is no value entered. If set players will have to provide the password to join the server. |
ServerAdminPassword Value is a String & by Default there is no value entered For security reasons you should specify a password to help prevent people from using admin commands. |
SpectatorPassword Value is a String and by default no value is entered. To enable non administrative spectating you need to create a password here. |
DayCycleSpeedScale Value is a Float and default is 1. Specifies the scaling factor for the passage of time in the ARK controlling how often day changes to night and night changes to day. 1 is the default. Values lower than 1 slow down the cycle; higher values accelerate it. Base time when value is 1 appears to be 1 minute real time equals approx. 28 minutes game time. Thus for an approximate 24 hour day/night cycle in game use .035 for the value. |
NightTimeSpeedScale Value is a Float and Default is 1 Specifies the scaling factor for the passage of time in the ARK during night time. This value determines the length of each night relative to the length of each day (as specified byDayTimeSpeedScale. Lowering this value increases the length of each night. |
DayTimeSpeedScale Value is a Float & Default is 1 Specifies the scaling factor for the passage of time in the ARK during the day. This value determines the length of each day relative to the length of each night (as specified byNightTimeSpeedScale. Lowering this value increases the length of each day. |
DinoDamageMultiplier Value is a Float & Default is 1 Modifies the damage dinosaurs deal with their attacks. The default value 1 provides normal damage. Higher values increase damage. Lower values decrease it. I have created a custom tool to help you quickly generate the code to adjust these settings here: Character & Dino Stats Customization Tool |
PlayerDamageMultiplier Value is a Float and Default is 1 Modifies damage players deal with their attacks. The default value 1 provides normal damage. Higher values increase damage. Lower values decrease it. I have created a custom tool to help you quickly generate the code to adjust these settings here: Character & Dino Stats Customization Tool |
StructureDamageMultiplier Value is a Float and Default is 1 Modifies damage structures deal with their attacks eg spiked walls and turrets). The default value 1 provides normal damage. Higher values increase damage. Lower values decrease it. I have created a custom tool to help you quickly generate the code to adjust these settings here: Character & Dino Stats Customization Tool |
PlayerResistanceMultiplier Value is a Float and Default is 1 Modifies the resistance to damage players receive when attacked. The default value 1 provides normal damage. Higher values decrease resistance increasing damage. Lower values increase it reducing damage per attack. A value of 0.5 results in a player taking half damage while a value of 2.0 would result in taking double normal damage. I have created a custom tool to help you quickly generate the code to adjust these settings here: Character & Dino Stats Customization Tool |
DinoResistanceMultiplier Value is a Float and Default is 1 Modifies the resistance to damage dinosaurs receive when attacked. The default value 1 provides normal damage. Higher values decrease resistance increasing damage. Lower values increase it reducing damage per attack. A value of 0.5 results in a dino taking half damage while a value of 2.0 would result in a dino taking double normal damage. I have created a custom tool to help you quickly generate the code to adjust these settings here: Character & Dino Stats Customization Tool |
StructureResistanceMultiplier Value is a Float and Default is 1 Modifies the resistance to damage structures receive when attacked. The default value 1 provides normal damage. Higher values decrease resistance increasing damage. Lower values increase it reducing damage per attack. A value of 0.5 results in a structure taking half damage while a value of 2.0 would result in a structure taking double normal damage. I have created a custom tool to help you quickly generate the code to adjust these settings here: Character & Dino Stats Customization Tool |
XPMultiplier Value is a Float & Default is 1 Modifies experience received by players tribes and dinosaurs for various actions. Higher values increase XP amounts awarded for various actions and lower values decrease it. I have created a custom tool to help you quickly generate the code to adjust these settings here: Character & Dino Stats Customization Tool |
PvEStructureDecayPeriodMultiplier Value is a Float & Default is 1 Specifies the scaling factor for the decay rate of player structures in PvE mode. |
PvEStructureDecayDestructionPeriod Value is a Float and Default is 1 Specifies the time required for player structures to decay in PvE mode. Setting this to 0 prevents structures from decaying. |
TamingSpeedMultiplier Value is a Float & Default is 1 Controls dinosaur taming speed. Higher values make taming faster. I have created a tool to quickly create the code you need to adjust Taming. You can find it here: Taming Configuration Tool |
HarvestAmountMultiplier Value is a Float and Default is 1. Alters yields from all harvesting activities. Higher values increase the amount of materials harvested with each strike. I have created a tool that allows you to quickly and easily generate the code to adjust resource harvesting and spawning. You can find it here: Custom Harvest Amounts & Spoiling Time Tool |
HarvestHealthMultiplier Value is a Float and Default is 1 Changes the health of items that can be harvested (trees rocks etc.). Higher values means these items can take more damage before being destroyed. I have created a tool that allows you to quickly and easily generate the code to adjust resource harvesting and spawning. You can find it here: Custom Harvest Amounts & Spoiling Time Tool |
ResourcesRespawnPeriodMultiplier Value is a Float & Default is 1 Lower values makes resources respawn faster while high values slow respawn of resources. I have created a tool that allows you to quickly and easily generate the code to adjust resource harvesting and spawning. You can find it here: Custom Harvest Amounts & Spoiling Time Tool |
PlayerCharacterHealthRecoveryMultiplier Value is a Float and Default is 1 Higher values gives faster healing while lower values slow healing. I have created a custom tool to help you quickly generate the code to adjust these settings here: Character & Dino Stats Customization Tool |
DinoCharacterFoodDrainMultiplier Value is a Float and Default is 1 Dinos get hungry faster with higher values and they get hungry slower with lower values. I have created a custom tool to help you quickly generate the code to adjust these settings here: Character & Dino Stats Customization Tool |
DinoCharacterStaminaDrainMultiplier Value is a Float and Default is 1 Dinos get tired faster with higher values and they get tired slower with lower values. I have created a custom tool to help you quickly generate the code to adjust these settings here: Character & Dino Stats Customization Tool |
DinoCharacterHealthRecoveryMultiplier Value is a Float and Default is 1 Higher values increase healing speed. Lower values slow it. I have created a custom tool to help you quickly generate the code to adjust these settings here: Character & Dino Stats Customization Tool |
DinoCountMultiplier Value is a Float and Default is 1 Higher values spawns more Dinos while Lower values span fewer Dinos. I have created a tool that allows you to quickly and easily adjust Dino Spawning. You can find it here: Dino Spawn Configuration Tool |
AllowCaveBuildingPvE Value is a Boolean & Default is False If set to True allows building in caves when PvE mode is also enabled. This is set to False for PVE because players can block caves with structures and no one can destroy these structures. |
BanListURL String in double quotes. Eg 'http://mysite.com/mybanlist.txt' Default is http://playark.com/banlist.txt Use the official global ban list or point to any online ban list that you want. Must be enclosed in double quotes. While using the offical ban list or another url, you can still ban people and generate a custom ban list which will also be used. It is highly recommended to use the official ban list in addition to your own. |
bPvEAllowTribeWar=true Capability for Tribes to officially declare war on each other for mutually-agreed-upon period of time. Default is true. |
bPvEAllowTribeWarCancel=false Allow Tribes to canel an agreed-upon war before it starts. Default is False. |
Ok, here is where it gets ugly. I've put this into a table below. And below that you'll find the more complex settings listed one by one with detailed information. Some of these settings are mammoth and may result in hundreds of lines of code. As a result, in addition to a simple description, I have created tools to help you configure these ones. These tools allow you to simply enter the values you want into handy labeled boxes and then generate the code you need. You will also find the information you need, or links to the information you need, to create the code by hand, if you prefer.
Setting & Description |
---|
OverrideEngramEntries=(EngramIndex=Integer,EngramHidden=TrueFalse,EngramPointsCost=Integer,EngramLevelRequirement=Integer,RemoveEngramPreReq=TrueFalse) This one is tricky. Please see notes below this table. |
DinoSpawnWeightMultipliers=(DinoNameTag=<tag>,SpawnWeightMultiplier=Integer,OverrideSpawnLimitPercentage=TrueFalse,SpawnLimitPercentage=Integer) Customizes the spawning rate for a given dinosaur type (at all dinosaur spawn points). Types with a larger SpawnWeightMultiplier are selected more often when spawning new dinosaurs than types with lower multipliers. When OverrideSpawnLimitPercentage is specified (and true), the type will never be spawned more than SpawnLimitPercentage * 100 percent of the time, regardless of multiplier. For example, a SpawnLimitPercentage of 0.25 specifies that the type will be selected for spawning no more than 25% of the time. Please see notes below table. |
OverridePlayerLevelEngramPoints=<points> Used withLevelExperienceRampOverrides. Please see notes below this table. |
GlobalSpoilingTimeMultiplier=<value> Value is Float & Default is 1 Global Spoiling Time Modifier. Higher values make things take longer to spoil. I have created a tool that allows you to quickly and easily adjust Spoiling, & Harvesting. You can find it here: Custom Harvest Amounts & Spoiling Time Tool |
GlobalItemDecompositionTimeMultiplier=<value> Value is Float and Default is 1 Adjusts despawn time of dropped items, loot bags, etc. Higher vaules make things take longer to despawn. I have created a tool that allows you to quickly and easily adjust Spoiling, & Harvesting. You can find it here: Custom Harvest Amounts & Spoiling Time Tool |
GlobalCorpseDecompositionTimeMultiplier=<value> Value is a Float & Default is 1 Scales player and dino corpse decomposition time. Higher values mean things take longer to decompose (despawn). I have created a tool that allows you to quickly and easily adjust Spoiling, & Harvesting. You can find it here: Custom Harvest Amounts & Spoiling Time Tool |
HarvestResourceItemAmountClassMultipliers=(ClassName='<classname>',Multiplier=<value>) You can use this to adjust the amount of resources harvested per strike. For example instead of 1 Metal you could set it to 3, and get 3 Metal. I have a complete list of harvestable resource classes here: Harvestable Resource Classes I also have a tool that allows you to quickly edit the settings for all harvestable resources classes here: Custom Harvest Amounts & Spoiling Time Tool |
OverrideMaxExperiencePointsPlayer=<value> OverrideMaxExperiencePointsDino=<value> Used with LevelExperienceRampOverrides See Notes Below This Table (sets new Xp cap) Please see notes below this table. |
LevelExperienceRampOverrides=(ExperiencePointsForLevel[<n>]=<points> [,ExperiencePointsForLevel[<n>]=<points>][,ExperiencePointsForLevel[<n>]=<points>]) Used to create custom Level, Xp, & Engram Point system for players. Please see notes below this table. |
NPCReplacements=(FromClassName='<classname>',ToClassName='<classname>') You can for example have the game spawn Dodo instead of T-Rex. Or simply have it spawn nothing by leaving the second classname entry blank. Complete list of Dino Class Names is here: Item & Creature ID's Easy configuration tool here: Dino Spawn Configuration Tool |
ResourceNoReplenishRadiusPlayers=<value> ResourceNoReplenishRadiusStructures=<value> Value is Float & Default is 1 Allow resources to regrow closer or further away from players or structures. Values less than 1 will reduce this radius allowing resources to regrow/respawn closer. I have created a tool that allows you to quickly and easily adjust These settings as well as other resource spawn and harvesting settings. You can find it here: Custom Harvest Amounts & Spoiling Time Tool |
bIncreasePvPRespawnInterval=<Boolean>; Value is Boolean & Default is True Used with the next 3 options to help prevent sacrifical players from depleting auto-turret ammo. |
IncreasePvPRespawnIntervalCheckPeriod=<value1>; Value is Float & Default is 300 |
IncreasePvPRespawnIntervalMultiplier=<value2>; Value is Float & Default is 2 Used with bIncreasePvPRespawnInterval |
IncreasePvPRespawnIntervalBaseAmount=<value3>; Value is Float & Default is 60 Used With bIncreasePvPRespawnInterval |
bAutoPvETimer=<Boolean1> Including this and the 3 commands that follows allows you to set your server to automatically switch between PVP and PVE. |
bAutoPvEUseSystemTime=<Boolean2> If true then the following two value lines run off the server clock. If false then the following two values will run off in game time. |
AutoPvEStartTimeSeconds=<value1> Time in seconds when PvE mode starts. Value is 0-86400. Yes, there are 86400 seconds in a day, count starts at midnight. |
AutoPvEStopTimeSeconds=<value2> Time in seconds when PvE mode Ends. Value is 0-86400. Yes, there are 86400 seconds in a day, count starts at midnight. |
bPvEDisableFriendlyFire=true Value is Boolean & Default is True Enable or disable friendly fire on PvE Servers. |
PerLevelStatsMultiplier_Player[<attribute>]=<multiplier> PerLevelStatsMultiplier_DinoTamed[<attribute>]=<multiplier> PerLevelStatsMultiplier_DinoWild[<attribute>]=<multiplier> Attribues: 0 = Health, 1 = Stamina, 2 = Torpidity, 3 = Oxygen, 4 = Food, 5 = Water, 6 = Temperature, 7 = Weight, 8 = Melee Damage Multiplier, 9 = Speed Multiplier, 10 = Temperature Fortitude, 11 = Crafting Speed Affects the amount of stats gained each level. 0.01 nearly disables stat gain. Example on level up if you click + next to Heatlh it will go up 10 points. Set this to 2.0 and you'll get 20 instead. I have created a tool that allows you to easy adjust all of these settings. You can find it here: PerLevelStatsMultiplier Tool |
MatingIntervalMultiplier=1.0 Higher numbers make Dinos mate more frequently, while lower numbers make them mate less frequently. |
EggHatchSpeedMultiplier=1.0 Eggs will hatch faster with higher numbers, and slower with lower numbers. |
BabyMatureSpeedMultiplier=1.0 Babies grow up faster with higher numbers, and slower with lower numbers. |
MatingIntervalMultiplier=1.0 Controls the time between allowed mating interactions. (only affects females) Higher values make a longer wait, lower values decrease the wait time. |
EggHatchSpeedMultiplier=1.0 Controls the speed at which fertilized eggs hatch. Higher values make them hatch faster while lower values make them hatch slower. |
BabyMatureSpeedMultiplier=1.0 Controls the speed at which babies mature. Higher values increase the speed while lower values decrease it. |
bAllowCustomRecipes=false Set to false to disable custom recipes. Seems somewhat pointless since the custom recipes cannot affect game balance just creativity. |
bPassiveDefensesDamageRiderlessDinos=true allow or disallow spike walls to damage wild/riderless Dinos |
As previously mentioned, it got ugly. Some of these settings are simply enormous to implement. Below you'll find some examples for some of these ones. For others, you'll also find links to simple tools I have built to take the sting out of doing the code by hand.
To calculate the index of an Engram, you have to be in game and have the engrams view open. Then from left to right, row after row, count the engrams. 1, 2, 3, etc. Ya, I know, but that is the way it is. Also note that if the developers add an engram in an update, you can just start counting all over again! The same is true if you add a mod with custom engrams. Once you know the index of the engram you want to modify, the values work like this: Hidden is true or false. If true, then players cannot select this engram because they won't even see it. Point cost is the number of Engram Points required to purchase it. Engram Level Requirement is the level a player must be to unlock the engram. Remove engram prereq is an odd one. I've seen it misrepresented in several places. Here's an example: to make a pistol you need to have learned to make a flare gun. If you remove the prerequisite, then all the engrams required to learn the engram would be removed. Like a wood foundation would no longer require you to learn a thatch foundation. Here is an example of overriding an Engram's default settings:
OverrideEngramEntries=(EngramIndex=1,EngramHidden=False,EngramPointsCost=10,EngramLevelRequirement=3,RemoveEngramPreReq=True)
I have created a simple tool that will generate the code you need. You can find it here: Engram Configuration Tool
I also have an up to date list of the Engrams and thier Indexes here: Engram Index
OverrideEngramEntries=(EngramIndex=1,EngramHidden=False,EngramPointsCost=10,EngramLevelRequirement=3,RemoveEngramPreReq=True)
I have created a simple tool that will generate the code you need. You can find it here: Engram Configuration Tool
I also have an up to date list of the Engrams and thier Indexes here: Engram Index
LevelExperienceRampOverrides=(ExperiencePointsForLevel[<n>]=<points>[,ExperiencePointsForLevel[<n>]=<points>]
This is one very complex setting. First off, the line above must be used twice in a row, once for player progression and once for dino progression. You need to specify every level for each on the single line. Don't panic, I've put together a simple tool that will allow you to generate all the code you need. And if you'd rather do it yourself, that's fine too. You can easily enter simple data into the tool and see how the code comes out to manually do the code yourself.
Once you have constructed the above mentioned two lines, you then need to add a line for each level of the player to set the engram points. So if you have 500 levels, you've gotta do 500 lines, one after another. The base code is:
OverridePlayerLevelEngramPoints=<points>
After that you then need to specify a new max xp level for both players and dinos. You do that using:
OverrideMaxExperiencePointsPlayer=<value>
OverrideMaxExperiencePointsDino=<value>
Please note, I have created a tool here that allows you to enter the level,xp, and engram data for player progression, as well as level and xp data for dino progression, here: Custom Character & Dino Levels Tool. This tool will also automatically generate the code required for the max xp values, in addition to all the other code you will need. It's an all-in-one solution for custom levels, xp, and engram rewards.
This is one very complex setting. First off, the line above must be used twice in a row, once for player progression and once for dino progression. You need to specify every level for each on the single line. Don't panic, I've put together a simple tool that will allow you to generate all the code you need. And if you'd rather do it yourself, that's fine too. You can easily enter simple data into the tool and see how the code comes out to manually do the code yourself.
Once you have constructed the above mentioned two lines, you then need to add a line for each level of the player to set the engram points. So if you have 500 levels, you've gotta do 500 lines, one after another. The base code is:
OverridePlayerLevelEngramPoints=<points>
After that you then need to specify a new max xp level for both players and dinos. You do that using:
OverrideMaxExperiencePointsPlayer=<value>
OverrideMaxExperiencePointsDino=<value>
Please note, I have created a tool here that allows you to enter the level,xp, and engram data for player progression, as well as level and xp data for dino progression, here: Custom Character & Dino Levels Tool. This tool will also automatically generate the code required for the max xp values, in addition to all the other code you will need. It's an all-in-one solution for custom levels, xp, and engram rewards.
I have created 2 tools that quickly generate the code that you require to modify these settings quickly and easily.
The first is the PerLevelStatsMultiplier Tool, which only generates the code required to adjust the PerLevelStatsMultipliers.
The second is the Custom Character & Dino Levels Tool, which allows configuration of these settings, plus levels, engram points, xp progression, and xp cap.
The first is the PerLevelStatsMultiplier Tool, which only generates the code required to adjust the PerLevelStatsMultipliers.
The second is the Custom Character & Dino Levels Tool, which allows configuration of these settings, plus levels, engram points, xp progression, and xp cap.
This is a list of simple web-based tools that will quickly and easily generate the code required to customize the various settings of your Ark: Survival Evolved Server:
Engram Configuration Tool
Dino Spawn Configuration Tool
Taming Configuration Tool
Character & Dino Stats Customization Tool
Custom Harvest Amounts & Spoiling Time Tool
Custom Character & Dino Levels Tool
PerLevelStatsMultiplier Tool
Engram Configuration Tool
Dino Spawn Configuration Tool
Taming Configuration Tool
Character & Dino Stats Customization Tool
Custom Harvest Amounts & Spoiling Time Tool
Custom Character & Dino Levels Tool
PerLevelStatsMultiplier Tool