The controls
Nothing about the grind is baked in. Every rate, curve and threshold is a live control you can change from inside the game—no restart, no rebuild, no touching the server. Change one, go hit something, see what happened.
Everything runs through /sg-dial. There are three ways to use it:
// see every control and what it's currently set to /sg-dial // narrow the list to anything matching a word /sg-dial summoning // look at one control, with the full explanation of what it does /sg-dial skill_gain_multiplier // change it — takes effect immediately, for everyone /sg-dial skill_gain_multiplier 1.5
Values are plain: numbers like 1.5 or 40, and switches take true or false.
Two things are worth knowing before you start turning things, because they are genuinely counter-intuitive.
skill_gain_multiplier looks like the master grind control, and it is the first thing anyone reaches for. Turning it up sixteen-fold moved a level-100 character’s weapon skill by about 11%. It changes how long the climb takes, not how strong you end up.
The reason is that the system corrects itself: gain faster → your skill is higher → you go fight harder things → the difficulty ratio returns to where it was. Use it to set pace. Don’t expect it to set power.
| Control | Default | What it does |
|---|---|---|
skill_gain_multiplier | 1.0 | Global speed for all skills. 0.5 is half speed, 2.0 double. Mostly affects time, not final power—see above. |
attribute_gain_multiplier | 1.0 | The same, for attributes. Separate so body and skill can be paced independently. |
attribute_gain_mental_multiplier | 1.0 | Extra speed for Focus and Self only. The original vision had the mental attributes slowest to master; this is the dial for that, shipped neutral. |
skill_gain_magic_multiplier | 1.0 | Extra speed for the magic schools. Casters are genuinely starved in the starter tier and roughly at parity after—so raising this helps beginners and overshoots everyone else. |
spec_gain_multiplier | 1.25 | Dormant. Nothing can specialize on this world, so it currently does nothing. |
Every gain is scaled by how hard the thing you just beat was, relative to how good you already are. These control that relationship, and they are where the real character of the grind lives.
| Control | Default | What it does |
|---|---|---|
skill_gain_difficulty_floor | 0.05 | The least a trivial target can pay, as a fraction. Grinding chickens never stops working outright—it just becomes negligible. Raise to be kind, lower to force people upward. |
skill_gain_difficulty_cap | 2.0 | The most a very hard target can multiply one win. Also what lets a neglected skill catch up quickly. |
skill_gain_min_award | 1 | Floor on a single award, so every action is worth something. |
attribute_gain_difficulty_floor | 0.05 | The same floor, for attributes. |
attribute_gain_difficulty_cap | 2.0 | The same cap, for attributes. |
attribute_gain_overlap_factor | 0.25 | How much a secondary attribute gets when an action trains two—e.g. a heavy weapon swing builds Strength fully and Coordination by this fraction. Set 0 to make every action train exactly one thing. |
| Control | Default | What it does |
|---|---|---|
skill_uncap_ranks | true | Whether skills continue past retail’s ceiling at all. This is what makes “effectively unlimited” true. |
skill_overcap_rank_cost | 1,000,000 | Cost of the first rank beyond the old table. This governs the whole late game. Lower means more ranks available; higher means fewer, harder ones. |
skill_overcap_growth | 1.0 | How much each rank past the ceiling costs relative to the last. 1.0 is flat; above that the climb keeps steepening. |
skill_overcap_rank_cost very high doesn’t make the late game longer—it makes it shorter, because fewer ranks fit in the space that remains.These define the world’s character rules. They apply to everyone the next time they log in, so changing one reshapes existing characters, not just new ones.
| Control | Default | What it does |
|---|---|---|
all_skills_trained | true | Every skill usable from the start. Turn off and untrained skills can never rise by use—which removes most of the point. |
disable_specialization | true | No skill can be specialized. What you become is decided purely by what you do. |
attributes_start_at_ten | true | Everyone starts at 10 in all six attributes, so nobody is permanently ahead because of a character-creation choice. |
attribute_max_value | 290 | The shared ceiling every attribute can reach through use. 290 matches retail’s true maximum. |
skill_gain_usage_only | true | Pooled experience can’t buy skill ranks. Turn off to restore the normal game. |
attribute_gain_usage_only | true | The same, for attributes. |
vital_gain_usage_only | true | The same, for health, stamina and mana. |
Every playstyle has its own route to growth. These tune each one on its own, without disturbing the rest.
| Control | Default | What it does |
|---|---|---|
burden_strength_gain | true | Strength grows while overburdened. A normal load pays nothing. |
burden_strength_divisor | 50.0 | How much overburden converts into progress. Lower is faster. |
burden_capacity_floor | 3000 | Carrying capacity everyone gets regardless of Strength, so a caster is never stranded unable to carry loot. |
| Control | Default | What it does |
|---|---|---|
endurance_from_exertion | true | Endurance also grows from spending stamina, not just from being hit—otherwise an evasive character can never toughen up. |
endurance_exertion_multiplier | 2.0 | How much spent stamina is worth. Raise if evasive builds still lag. |
| Control | Default | What it does |
|---|---|---|
movement_gain_difficulty | 30 | Worth of one qualifying stretch of travel. |
movement_gain_min_displacement | 40.0 | How far you must actually get from where you last earned. Running in circles or standing still pays nothing. |
movement_gain_max_distance | 300.0 | Beyond this it’s treated as a portal, not travel, so recall-hopping isn’t a shortcut. |
movement_gain_indoor_cells | 3 | Rooms you must pass through underground before it counts—distance can’t be measured properly in dungeons. |
jump_gain_difficulty | 40 | Worth of a full-power jump. A tap is worth proportionally less. |
| Control | Default | What it does |
|---|---|---|
coordination_spell_factor | 0.25 | Coordination from landing a spell—aiming a bolt counts like firing a bow. Without it a pure caster has no route to Coordination at all. |
summoning_gain_xp_divisor | 10.0 | Summoning grows from what your pet earns you, weighted by how much of the fight it actually did. A golem parked in a corner earns nothing. Lower is faster. |
arcane_lore_gain_multiplier | 0.25 | Deliberately slow. Arcane Lore is what lets you use magic items—if it outruns the character, everything unlocks far too early. |
salvage_gain_per_workmanship | 8 | Salvaging value per point of an item’s quality, so breaking down good gear teaches more than junk. |
loyalty_gain_xp_divisor | 10.0 | Loyalty from experience passed up to your patron. |
leadership_gain_xp_divisor | 10.0 | Leadership from adventuring alongside your own vassals. Having vassals isn’t leadership; fighting with them is. |
Loyalty and Leadership shipped deliberately untuned—calibrating them needs far more play than one or two people can generate. Treat their numbers as a starting guess.
/sg-dial <name> before you change it. There is no undo.