abilitiesData: abilities: polarity: # Highest level to which the ability can be upgraded maxLevel: 10 # Relic level at which the ability becomes unlocked requiredLevel: 0 # Number of leveling points needed to increase the ability level requiredPoints: 1 stats: speed: # Maximum base value of the stat. A random value within this range is assigned when the relic is first created maxInitialValue: 0.95 # Maximum threshold value for the stat, representing hard limits that cannot be surpassed through ability level upgrades or other methods maxThresholdValue: 1.7976931348623157E308 # Minimum base value of the stat. A random value within this range is assigned when the relic is first created minInitialValue: 0.9 # Minimum threshold value for the stat, representing hard limits that cannot be surpassed through ability level upgrades or other methods minThresholdValue: 4.9E-324 # Modifier applied to the base value of the stat, depending on the [upgradeOperation] parameter. upgradeModifier: 0.015 # Type of mathematical operation used to calculate the stat's value based on the ability level. Supported operations include: # MULTIPLY_BASE: x + ((x * y) * z), # MULTIPLY_TOTAL: x * (y + 1)^z, # ADD: x + (y * z). # # ...where x - Base stat value, y - Value of [upgradeModifier], z - Current relic level upgradeOperation: MULTIPLY_BASE levelingData: # Amount of experience required to level up to relic level 1 initialCost: 100 # Maximum level of the relic maxLevel: 10 # Increment in experience required for each subsequent level of the relic step: 200 lootData: # List of key-value pairs where the key is a textual identifier for the loot table (supporting regular expressions) and the value represents the probability of generating the relic within the specified bounds entries: '[\w]+:chests\/[\w_\/]*magnetic[\w_\/]*': 0.1