# D2Mods Knowledge Base: Article 223 # Title: Charstats.txt File Guide # URL: https://d2mods.info/forum/kb/viewarticle?a=223 Charstats.txt File Guide Written by: Phrozen Heart Written on: Tue Dec 02, 2003 7:01 pm Last modified: Sat Jan 06, 2018 4:30 am Views: 10272 Description: by Maxx Power Categories: File Guides (1.09x) Many people making mods seem to have a problem grasping some of the columns within the charstats.txt file. In this tutorial, I’ll explain in detail the functions of each of the columns, as well as giving some other information when required. To find the charstats.txt file, it is within the d2exp.mpq file in the Diablo directory, not the patch_d2.mpq file. You can easily pack the charstats.txt file into the patch_d2.mpq file and do the usual -direct -txt execute, and it will over-ride the one in the d2exp.mpq. I won’t go into detail about this, just look at the Keep for a tutorial as to how (NB All those making a normal Diablo II mod, use the charstats.txt file found in the d2data.mpq file). This is basically where the name of the class is placed in the .txt file. Its easy enough to understand, as the character names are in full. Changing the character name here will NOT change it in the game. You need to hex-edit for that to happen. Changing the names may cause problems, crashing the mod. Just leave these be. However, if you do the relevant editing in the .tbl files within the .mpq archives, then you could change these columns, though don’t ask how through this tutorial. This is for the charstats.txt file only! Str, dex, int, vit; These are the base stats for the characters. From left to right, its Strength, Dexterity, Energy and Vitality. These only affect the characters base stats. It doesn’t affect any levelling up in any way. Note that the amount put into Energy and Vitality will affect that characters base hp. Tot; The total amount your stats come to when added together. This is one of the unused columns in the file, so just leave them alone. You can delete the entries here easily and put whatever you want in (comments, funny faces, whatever). Stamina and hp add; The stamina column is basically the amount of stamina you have at the start of the game with a base character. Note that base stamina is NOT affected by your character’s base Vitality. Hp add is the number of hp added on top of the vitality bonus. Note that the base hp for all characters is base vitality + hp add. The amount of hp gained per vitality in the game doesn’t affect the amount of hp with a base character. PercentStr, Dex, Int and Vit; These columns are read as bytes but aren't used for anything in the game, so you may enter any byte value here and use them if you make dll changes. (Thanks to Isolde for the above paragraph!) ManaRegen; This the speed at which characters regenerate their mana. It is interesting to see that all the characters have equal mana regen. Just so you know, the lower this value is, the faster that character will regenerate their mana reserves. This value is the amount of seconds it takes for a character to regain full mana from nothing. Just to note, a sorceress can regenerate her own mana with max warmth skill in a few seconds. (This is calculated as MaxMana/(ManaRegen*25)*ManaRegBonus/100) If you know its on that kind of sliding scale, then you have a general idea as to how changing this value may affect a character. ToHitFactor; This is used in the calculation to hit a monster using a non-magic weapon (sword, bow etc.) The higher the value, the more of a bonus that character will gain. This also affects your characters chance to be hit by non-magical means. An e.g. of how this works can be seen here. A barbarian, with a ToHitFactor of 20 has an attack rating of 72. An amazon, with a ToHitFactor of 5, has an attack rating of 77. Both have an equal chance to hit a fallen (94%). Another example is following. An amazon has an AC of 6, a sorc, with a ToHitFactor of -15, has a AC of 7. Both have an equal chance of being hit by a fallen (66%). Basically, the higher this value, the better that character is at landing physical blows, and avoiding them. This is a straight add to attack rating and defense bonus, so is only really useful for lower level characters in the game. WalkVelocity and RunVelocity; Pretty much self-explanatory. The higher it is, the faster your character can walk and run. Try to have the RunVelocity higher than the WalkVelocity, or it may cause problems. These are the stats affect by item which increase walk/run speed by a percentage. E.g. A Barbarian, who has a walk/run velocity of style='mso-spacerun: yes'> 6 and 9 respectively, has a pair of boot which increase walk/run velocity by 20%. His new speed = 6 * 1.2 / 9 * 1.2 = 7 walk speed and 10 run velocity. RunDrain; This is the amount of stamina drained whilst your chracter is running. This is the stat affect by items which have stamina drain reduction (see above). Basically, the lower it is, the longer your character can run in affect. This is lost in 256ths every frame. Comment; Jus’ a little ol’ comment by the good people at Blizzard to help mod makers :-) Life/Stamina/Mana per level; As mentioned in the document, the following numbers are fourths (incase your wondering why an Amazon doesn’t gain 8 hp per level). This means that any number you place in here is divided by four before it is added to the character. This is how some characters gain 1 and a half hp per level (see the necromancers column). This pattern follows for each of the columns, with Life Stamina and Mana self-explanatory. Life/Stamina per Vit and Mana per Int; Exactly the same as the per level columns, except these relate to the amount of hp, mp and stamina gained with each point put into their respective stats. Note that these values are also in fourths. Also note that these values will not affect your characters base Life, Stamina and Mana (see above). Values with a # in front of them; These appear to be pre-beta values, most likely used by Blizzard whilst the art teams were devising the animations. Changing these values will probably do nothing to your characters which are noticable, so changing them won’t do much (Another bit of info provided by Ruvanal) BlockFactor; Whilst playing Diablo, you will probably have noticed that all the shields have a blue number for their blocking, indicating an enhancement to that item, even though there are no visible changes. This is the value which affects that. If you open the armor.txt file, you will see that most shields have really low blocking %, such as 15 or 10. This is because the BlockFactor of a character is added on top of this. Paladins use shields the most, so their BlockFactor is the highest. As calculations go, a value of 75 or higher will allow a char to have almost full blocking (>75 = 75% blocking). The formula used (Blocking * (Dexterity - 15)) / (Character Level * 2) means that a char will most likely have full blocking, but not all the time. StartSkill; Another unused, pre-beta column still in there. Nothing important. BaseWClass; This just determines that your character is in hth, or combat, mode, with both skills set to normal attack. This won’t really affect anything, so just leave it. The next columns are for the use of your base equipment. Here you can put any item you want into the character, either in their inventory or equipped (NB You can’t put stuff in the Horadric Cube or the stash, even if you give your character it as a starting item. It won’t work). The first column is basically where you put the item code. These codes can be found in the items.txt, weapons.txt, armor.txt, or runes.txt if you want to put specialist stuff in there. The next column is where the item is. Leaving this blank will put it in your inventory (potions should automatically go into the belt if there is room. Otherwise, they’ll stay in the inventory). If you want to put the item in a specific place, then you must place in the relevant code for that part of the character. Look in the .txt files for the column which describes where an item goes, and then use that code. The next column allows you to put in more that one of an item. Try to do this only for potions and the like, otherwise you may have problems with doing stuff like, say, spawning ten short swords. For the columns, you can have a total of ten separate items either equipped or in your inventory. If you don’t want any item, then put a 0 in the first and third columns, then put nothing in the second one. That just about covers everything there is to know about the charstats.txt file. Remember, it only take a few minutes, but you can almost totally change the way in which Diablo is played altogether if you know how to change the stats in the right way. Have fun! Maxx Power (P.S. Thanks to both Isolde and Ruvanal on the forums who corrected some of the mistakes on this tutorial. Big props you guys!) Link to this article: Select all [url=https://d2mods.info/forum/kb/viewarticle?a=223]Knowledge Base - Charstats.txt File Guide[/url]