The only value that doesn't double with each level is 1. So if you put 1 in this variable, with each monster you kill you will level up and become the most talented hero in the whole game in the shortest time ever. Round_buff Every time you reach the camp, one round is counted and our character is slightly strengthened. If you want to turn into a behemoth after some loops, just increase these line values. Default values, in order, are 0.02, 0.03, 0.04, and 0.04. What happens if we multiply them by 100? Enemy_scale Works exactly like round_buff, but for enemies. If you want to cheap-shot them, just decrease their power scale rate. Default values are 0.095, 1.0, 1.05, and 1.1. Way over our character loop buff, one more reason why we should even out our expedition. Lightning_dmg_base / Roots_dmg_base / Arrows_dmg_base Also very self-descriptive, but not explanatory. It changes the lightning, roots, and arrows base damage. Another variable in the same category is the lightning/roots/arrows_dmg_round, which is the amount of extra damage they deal per round. The thing is, what exactly is lightning damage? Storm Temple damage? Roots damage most likely are from Hungry/Blood Grove. Are arrows damaged only from those annoying skeletons and goblins sharpshooters? While I can't be sure, you could just test it away by reducing its value to a minimum and flatting out the damage. ATTSPD_BASE Have you aimed for an attack speed build on your Rogue, but felt it wasn't fast enough? Now you can turn your daggers into a Gatling gun! Increasing the values of this line will increase your attack speed. Your character will become so fast that even with low damage you will take out enemies before they spot death coming. STAMINA_BASE You knew we had a stamina mechanic? Your stamina bar is located under your attack bar and every time you do an action like evading, countering, or attacking, you deplete some of it. What this does is make you a triathlon athlete who can run, jump, attack, and make orange juice at the same time without getting tired. Supplies_leave We can also modify our hero traits - why do people call them perks? - Supplies is a great trait for gathering expeditions. At its ordinary value, you store 10% of your loot each time you pass by the campfire. On the file, the default value is 0.1. So if you increase it to 1.0, you will store 100% of your loot every loop, thus removing the entire risk in your roguelike journey. Buckler_heal The Buckler trait is a Warrior exclusive trait. It restores your HP on every successful counterattack. The default effect restores an amount equal to 1.5 times loop level healing, so if you increase it thousandfold and create a counter build, expect to be immortal. Potion_dmg This one may be related to Strong Aftertaste, which increases every class damage by 1.5 for every potion used. Multiply this by a lot and you will be gulping down all your potions right away. Even Witchers don't get that strong with their alchemy. Trophy_maxhp Old Scars, a Rogue trait, increases your Max HP by 1 for every trophy collected. Needless to say, but if you change the default value, there will be a lot of trophies being collected for quite some time. Kill_heal Kill Heal is related to Nothing is Sacred, another Rogue trait. You get +3 HP after a kill, and if you think this is lacking because Rogue's natural 5% vampirism heals better at every hit, it's because the description is vague. You increase +3 Maximum HP per kill, which makes this a great trait if you fill the landscape with enemies. Or you don't need to fill it if you increase its value on the file. Marauder The most self-descriptive ever. The Marauder trait lets you earn additional trophies fighting against 3 or more enemies. You can earn a lot of trophies if you lower this value, combining it with the Old Scars trait above, or make it harder to increase your loop challenge. This doesn't make sense, you could just pass up on this trait. And who cheats to make games harder? Skel_protechit Let's do one for Necromancer so we don't show any favoritism. This line concerns the Counterattack trait, whose effect dictates all skeletons should counterattack if the hero is directly attacked, but only works 15% of the time. If you increase the value to 100, skeletons will be pretty pissed at whoever attacks their master and will counter every time. By the way, Skel_protechit is such a cute name.