## Example ```json { "minCombatXP": 1, "baseCombatXP": 100, "abilityCooldown": 0, "abilityBonus": 10, "npcDailyHealingAmount": 999, "damageTypes": [ "piercing", "slashing", "bludgeoning", "poisoning", "fire", "lightning", "wind", "water", "arcane", "light", "dark", "psychic" ] } ``` ## Fields ### abilityCooldown Global setting governing ability cooldowns. It is **not** a multiplier on a per-ability `cooldown`. It serves two roles: it is the default `cooldown` an ability is given when it does not define its own (an authored `cooldown` applies directly), and it is the minimum number of turns that must pass before a character can learn another new ability. Balanced default: `0`. ### abilityBonus Global setting for ability checks. It is **not** a multiplier on a per-ability `bonus`: an ability's `bonus` (shown in-game as **Power**) is added to the check directly as a flat modifier, alongside the acting skill and attribute contributions, and is not scaled by this value. `abilityBonus` is the default `bonus` an ability is given when it does not define its own; authored abilities use their own `bonus` instead. Either way the contribution shares the `skillSettings.maxSkillSuccessLevel` cap with skills, attribute bonuses, and context modifiers, consuming space within it rather than bypassing it. Balanced default: `10`. ### npcDailyHealingAmount > **📋 Note (`npcDailyHealingAmount`):** Health NPCs recover by this amount per in-game day -- not tied to the Long Rest mechanic specifically. Setting this to a high value (e.g. 999) effectively means any NPC recovers fully between encounters, preventing NPCs from remaining at low HP permanently across sessions. > **📋 Note (`isHealth`):** The codec-validated way to designate the health resource is `isHealth: true` on the resource entry in [`resourceSettings`](/mechanics/resourceSettings) - the engine reads that flag to identify the primary HP pool. ### damageTypes > **📋 Note (`Custom damage types`):** Adding a type like `"radiant"` or `"necrotic"` to `damageTypes` makes it a valid value in `npcTypes` `vulnerabilities`, `resistances`, and `immunities`. The engine math - increased or decreased damage for matching types - applies there. Beyond that, the damage type has no automatic behavior: it does not change how abilities deal damage, does not trigger elemental effects, and does not carry secondary rules (e.g. `"poison"` does not automatically inflict a poisoned condition). Any secondary behavior has to be defined explicitly in ability `description` text and narrator instructions in `generateActionInfo`. > **🐛 Common mistake (matching is case-sensitive and unnormalized):** Damage type matching against `npcTypes` `vulnerabilities`, `resistances`, and `immunities` is exact and case-sensitive — `"Fire"` and `"fire"` are different types, and a mismatch fails silently (full damage, no warning). Use the same lowercase ASCII strings everywhere you reference a damage type, and avoid accented or non-ASCII characters, which break matching the same silent way.