Configuration
Relic Configuration
relics.yml — drops, rarities, stat rolls, enhancement, blueprints
All relic settings live in plugins/AscensionRelics/relics.yml. Relic state lives on the
item (PDC), so no database migration is needed for items. Config is merged non-destructively
on update.
Drops
drops:
enabled: true
chance-percent: # chance a relic drops when a gate of this tier is cleared
E: 5
S: 30
MONARCH: 60
rarity-weights: # weighted rarity roll per tier when a drop occurs
S: { COMMON: 14, UNCOMMON: 26, RARE: 30, EPIC: 22, LEGENDARY: 7, MYTHIC: 1 }Red gates (AscensionGates) roll drops twice. Drops go to the boss killer, or any online player credited with the clear.
Rarities
| Key | Fields |
|---|---|
rarities.<RARITY> | color, stat-count (how many stats roll), stat-multiplier (value scale), salvage-gold (base salvage/sell value) |
Stat rolls
stat-rolls.<STAT>.{min,max} sets the base rolled range (before rarity multiplier + enhance
scaling). Supported stats: ATTACK_DAMAGE, MAX_HEALTH, MOVEMENT_SPEED, ARMOR,
XP_GAIN_PCT, MANA_REGEN_PCT, SHADOW_DAMAGE_PCT.
Enhancement
| Key | Default | Description |
|---|---|---|
enhance.safe-level | 3 | Failures at or below this level cost nothing extra |
enhance.max-level | 10 | Maximum enhancement level |
enhance.base-cost | 400 | Gold cost of the first enhance attempt |
enhance.cost-per-level | 650 | Added gold cost per current level |
enhance.stat-bonus-per-level | 8.0 | Percent of base stats added per +level |
enhance.success-chance.<level> | see file | Percent success to reach that level |
Relic blueprints
relics:
ember_blade:
display-name: "Ember Blade"
material: IRON_SWORD
slot: WEAPON # WEAPON | HELMET | CHESTPLATE | LEGGINGS | BOOTS
custom-model-data: 0 # 0 = vanilla model (art pass later)
stats: [ATTACK_DAMAGE, SHADOW_DAMAGE_PCT, XP_GAIN_PCT] # pool a relic rolls fromThe stats list is the pool this relic can roll; the rarity decides how many of them roll.