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Which difficulty should you pick?
What each of the six presets actually changes, with the developer's own numbers.
Read from the Soulmask dedicated‑server package,
build 25117130 ·
extracted 2026-09-05
Soulmask ships six difficulty presets and describes none of them. Every setting in the game carries six default values, one per difficulty, and the game does not tell you what any of them are. Here is how we established the order; below is what it means in practice.
The four settings that define the curve
These move strictly one way from Casual to Master, and Normal sits at exactly 1.0 on all four. Everything else is decoration around them.
| Setting | Casual | Easy | Normal | Hard | Master | Custom |
|---|---|---|---|---|---|---|
| Damage taken from wildlife | 0.6 | 0.8 | 1 | 1.2 | 1.5 | 1 |
| Food drain | 0.3 | 0.6 | 1 | 1.5 | 2 | 1 |
| Damage dealt to wildlife | 1.5 | 1.2 | 1 | 0.9 | 0.8 | 1 |
| Health regen speed | 5 | 2 | 1 | 0.8 | 0.5 | 1 |
Reading it
- Casual halves what hurts you and multiplies what helps: you take 0.6× damage from wildlife, food drains at 0.3×, and health regenerates five times faster than Normal.
- Normal is the 1.0 baseline for every one of them. If a guide quotes a number without saying which difficulty, this is the one it means.
- Master is not simply “more damage”. Food drains twice as fast and health regenerates at half rate, so the pressure is logistical as much as it is combat.
- Custom sits at 1.0 across all four — it is Normal until you change something, not a preset in its own right.
Difficulty is not the same as game mode. Soulmask has five
mode schemas as well, and they change the permitted ranges, not the defaults. A setting
can have a different maximum in PvP than in Default at the same difficulty. The two axes are
independent and every published configurator flattens them into one.