main-config.yml controls runtime pacing, round layout, scaling, respawns, potion rules, healing behavior, import folder naming, and instance world placement.
Core Fields
| Field | Meaning |
|---|
import-folder | Folder under plugins/AramDungeons/ used by schematic import commands. Default is imports. |
instance-world | World name used for pasted dungeon instances. Must exist before testing runs. |
paste-spacing | Distance between pasted instances in grid layout. Helps avoid overlap between simultaneous runs. |
supply-seconds | Length of supply round before plugin auto-advances. |
stages | Total stage count expected by run flow. Default is 3. |
rounds-per-stage | Total rounds inside each stage. Default is 7. |
supply-round | Round number treated as supply phase. Default is 5. |
boss-round | Round number treated as boss phase. Default is 7. |
solo-respawns | Solo death allowance before run loss. |
party-base-respawn-seconds | Base respawn delay in parties. |
respawn-delay-per-death | Extra respawn delay added per death. |
max-level | Maximum run level used by EXP and augment progression. |
starting-rerolls | Rerolls players start with for augment offers. |
Scaling
scaling changes how hard enemies and how split rewards become as stage and party size increase.
| Field | Meaning |
|---|
enemy-count-per-extra-player | Extra mob count multiplier for larger parties. |
enemy-hp-per-phase | HP increase per later stage/phase. |
enemy-hp-per-extra-player | HP increase from party size. |
enemy-defense-per-phase | Defense increase per later stage/phase. |
enemy-defense-per-extra-player | Defense increase from party size. |
party-reward-share-exponent | Reward sharing curve for parties. Higher values preserve more reward per player. |
Potion Rules
| Field | Meaning |
|---|
starting-charges | Potion charges each player starts with. |
max-charges | Refill cap. |
heal-percent | Percent of max health restored when using potion. |
refill-base-gold | Base gold cost per missing charge. |
refill-gold-per-phase | Extra per-charge refill cost as run phase increases. |
Refill cost scales by current phase and number of missing charges, so a fully empty potion late in run costs more than an early top-off.
Healing Rules
| Field | Meaning |
|---|
round-clear-heal-percent | Healing granted to party after standard combat round clear. |
small-blood-orb-chance | Chance for normal kill heal trigger. |
small-blood-orb-heal-percent | Heal amount for small trigger. |
large-blood-orb-heal-percent | Heal amount on boss-related large trigger. |
blood-orbs-heal-immediately | If true, heals instantly. If false, adds potion charges instead. |