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The difficulty axis

Six difficulty presets, named and ordered from the game's own files.

Read from the Soulmask dedicated‑server package, build 25117130 · extracted 2026-09-05

Every setting ships six default values, one per difficulty. Nothing in the shipped files says which position is which difficulty. Here is how we established it — three ways, none of which is guessing.

The order

IndexName in the game filesOur English
0XiuxianCasual
1JiandanEasy
2PutongNormal
3KunnanHard
4DashiMaster
5CustomCustom

1. The server binary names them

The shipped executable exports EGameXishuNandu with exactly these six members. That is a different artifact from the config JSON, so it is independent evidence for the set of names.

2. Each difficulty template matches its own index, and only its own

The developer ships one config template per difficulty. Matching each template's values against every index of the difficulty arrays gives a clean diagonal: 100% of 282 settings, in all five schema families.

SchemaCasualEasyNormalHardMasterCustom
Action100%100%100%100%100%100%
Creative100%100%100%100%100%100%
Management100%100%100%100%100%100%
PvP100%100%100%100%100%100%
Default100%100%100%100%100%100%

3. The direction, without translating anything

Across indices 0–4 these four settings move strictly one way, and index 2 sits at exactly 1.0 on all of them. Easiest to hardest, provable without reading a single Chinese character.

SettingShipped labelCasualEasyNormalHardMasterCustom
Damage taken from wildlife被野生动物伤害倍率0.60.811.21.51
Gathering yield采集产出倍率321111
Damage dealt to wildlife对野生生物伤害倍率1.51.210.90.81
Awareness XP意识经验倍率433333
Health regen speed生命恢复速度倍率5210.80.51
Food drain食物消耗速度倍率0.30.611.521
Slot 1 carries no difficulty. All six difficulty templates are identical in slot 1; the difficulty values live in slots 0 and 2. Our first attempt at this read slot 1 and returned the same answer for all six difficulties — a uniform result is a broken probe, not a discovery.