Field Reference
Shares are written as a number from 0: 0.05 means 5%. Seconds are _sec, metres _m, speed _mps (metres per second). A field
missing from an entry is zero or "none".
Modifiers
The stats block of items and armour, and stats inside aura, on_kill, crowd and active. Bonuses of all worn items add up.
| Field | What it does |
|---|---|
physical_damage | Physical damage: weapons and physical abilities. 0.1 — +10% |
spell_damage | Spell damage: magic weapons and magic abilities |
crit_chance | Added to the weapon's crit chance |
crit_damage | Added to crit strength |
attack_speed | Swings and shots more often |
absorb | Share of incoming damage the armour soaks up. A player's total is capped at 0.6 |
max_hp | Health points on top of the base — not a share: 12 — +12 health |
regen_per_sec | Share of max health per second: 0.004 — 0.4% a second |
move_speed | Running speed |
cooldown | Shorter ability cooldowns: 0.2 — 1.2 times faster |
recharge | Ability charges come back faster, the same way |
charges | More ability charges — a whole number |
heal_power | Everything the player heals themselves and allies with is stronger |
healing | Incoming healing is stronger |
Item special actions — effects
Simple
| Field | What it does |
|---|---|
lifesteal | Share of damage dealt returns as health |
thorns | Share of a nearby mob's hit (before armour) goes back to it |
souls | Share of souls on top for every own kill |
burst_share, burst_radius_m | A killed mob bursts: this share of its health hits everyone in the radius |
aegis_share, aegis_recover_sec | A shield worth a share of max health; once broken, it comes back after this many seconds |
ignite_share, ignite_sec | A hit ignites: this share of its damage again over this many seconds |
chill_share, chill_sec | A hit slows the mob's running by this share for this many seconds |
dodge | Chance to fully avoid a non-magic hit. The total is capped at 0.4 |
resist_demon, resist_saint | Share of a demon's or celestial's hit the item soaks up on top of absorb |
retinue_damage, retinue_haste | Summoner staff retinue units hit harder and more often |
retinue_extra | More retinue units — a whole number |
summon_haste | Summoning the retinue cools down faster |
trim_chance, trim_share | Using an ability may cut its cooldown by a share of the full one right away |
blind_every, blind_chance, blind_sec | Every N-th weapon hit may blind the target: its attacks miss |
plague_share, plague_sec | Every weapon hit spreads plague: a stack of this share of the damage over that many seconds, up to three stacks per target |
attack_cycle | A list of damage bonuses by place in the attack cycle: [0.05, 0.07, 0.1, 0] — the second hit +7%, and so on |
Aura — aura_radius_m and aura
The aura modifiers apply to every squad member within aura_radius_m of the wearer, and to the wearer.
effects
aura_radius_m 10
aura
attack_speed 0.05
move_speed 0.04Against one side — bane
effects
bane
side demon
mult 1.05Hits against enemies of side side (demon or saint) × mult.
Crit on the edge — low_hp_crit
effects
low_hp_crit
hp_share 0.1
crit_chance 0.15While health is below hp_share, crit chance is higher by crit_chance.
Stacks per event — on_kill, on_dodge, on_hurt
effects
on_kill
per
attack_speed 0.03
max 5
sec 5Each event (a kill, a dodge, a hit taken) gives a stack of per modifiers for sec seconds, at most max stacks at once; when full,
a new stack replaces the oldest.
Grace — grace
effects
grace
hp_share 0.1
heal_share 0.03
cooldown_sec 40Health below hp_share — heal heal_share of max health, then a cooldown_sec cooldown.
Damage by distance — range
effects
range
near_m 3.5
near_mult 1.1
far_m 9
far_mult 0.85A target closer than near_m takes damage × near_mult, farther than far_m × far_mult. A zero distance turns the condition off.
Crowd — crowd
effects
crowd
radius_m 3.5
per_foe
absorb 0.015
max 6For each enemy in the radius, up to max, the per_foe modifiers.
Key action
The effects.active block of a plain item (slot item); it fires with the key of its item slot (3–6).
| Field | What it does |
|---|---|
kind | What it does (below) |
cooldown_sec | The item's cooldown |
sec | Duration |
power | Strength — a share whose meaning depends on the kind |
boss_power | Strength of nova against a boss |
radius_m | Radius |
stats | Modifiers for buff |
kind | Action |
|---|---|
buff | For sec seconds — the stats modifiers |
aegis | A shield of power × max health for sec seconds |
mend | Heals power of max health to the user and allies within radius_m |
nova | Every mob within radius_m takes power of its max health (× spell damage), a boss — boss_power |
stasis | No damage gets through for sec seconds |
recall | Ability charges, cooldowns and the cross are ready at once |
trim | Every cooling ability's cooldown is shorter by power of the full one |
petrify | Mobs within radius_m turn to stone for sec seconds: they stand still and don't attack. Not the boss or mini-bosses |
Souls for a weapon — kill_souls
kill_souls
weapon knife
share 0.1A field of the item entry, not of effects: kills with this weapon give a share of the target's souls on top.
Item — a gear entry
| Field | What it does |
|---|---|
slot | item — item, armor_top, armor_bottom — armour, active — cross (F) |
rarity | common, rare, super_rare, legendary, mythic |
price_souls | Price at traders |
stats | Modifiers |
effects | Special actions |
side | saint or demon — the item's side: stronger bonuses for a player of the same faith, weaker for the opposite |
recipe, recipe_souls | The smith's components and souls on top |
kill_souls | Souls for kills with a particular weapon |
Drops — drops
| Field | What it does |
|---|---|
chance | Chance per kill, 0…1 |
items | A list: one drops, all equally likely. Replaces the game's list whole |
The key is a mob id (mini-bosses are mobs too). A boss's own item is the boss_items section with the same fields, keyed by boss id: an
extra roll in the boss chest. A boss's own weapon lives in weapons.synx, boss_drops.boss_weapons: boss id → weapon chance. Above
super rare, a boss item or weapon never drops before the floor where the depth curve first gives that rarity from a boss.
Weapons
| Field | What it does |
|---|---|
look_as | The game weapon whose body the new one takes: grip, clips, model, cards |
kind | How the left click works: melee, ranged, homing, toss, rifle, smash, tome, summon, harp, lash, the kinds of legendary weapons and trophy weapons (trophyreap, trophybolt, trophythrust, saber, strings) |
rarity | common, rare, super_rare, legendary, mythic — name colour and tile mark; omitted means common |
damage | Damage per hit |
cooldown_sec | Seconds between attacks |
range_m | Reach |
arc_deg | Swing width |
projectile_speed_mps | Projectile speed |
level_damage_step | Damage per level, a share of damage |
draw_sec, min_draw_sec | Bow draw |
damage_type | physical or magic |
crit_chance, crit_damage | Crit chance and strength |
can_crit | false — no crits at all |
kill_souls_share | Share of souls on top per kill |
side | saint or demon: without its own bane, it hits enemies of the opposite side 15% harder |
bane | Stronger against one side, as with items |
passive | Built-in special actions while the weapon is in hand — the same fields as effects |
recipe, recipe_keeps, recipe_souls | The smith's recipe |
alt | Right-click mode |
Right-click mode — alt
| Field | What it does |
|---|---|
kind | The right-click kind |
damage_mult | Damage × the weapon's damage |
windup_sec | Delay before the strike |
cooldown_sec | Right-click cooldown |
range_m, arc_deg | Reach and width |
speed_mps, return_speed_mps | Flight and return speed |
radius_m | Hit radius |
count, spread_deg | Projectiles at once and their fan |
Special weapon blocks
Needed only by their attack kinds; take them from a game weapon along with its entry.
| Block | Whose | What it sets |
|---|---|---|
homing | staff, harp, orbs | Homing projectiles |
magazine | thrice-sinner | Ammo and reload |
knockback, spin | holy hammer | Knockback on hit and the right-click spin |
series, beam | spellbooks | Left-click charge series and right-click beam |
fall, retinue | summoner staffs | The falling sun or meteor and the retinue |
harp, heal_note | harp | Note series and the healing note |
lash, mill | nunchaku | Lash series and the mill |
halo, siphon | kunai, dagger | Knife halo and the throw's lifesteal |
far | hunter's bow | Damage bonus of a long shot |
orbs | sun orbs | Orb charges and healing |
demon, angel | weapons of hell and heaven | Features of legendary weapons |
trophy | loot lines: plague scythes, swarm staves, tridents, saber, strings | Plague, clouds, spores, echo, flies, hive, prongs, harpoon, jet, whirlpool, tempo, threads and more — per kind |
Mobs — mobs
| Field | What it does |
|---|---|
base_hp, base_damage | Health and damage on the first floor |
speed_mps | Speed |
radius_m, height_m | Body size |
base_souls | Souls per kill |
card_chance | Card chance |
attack_range_m, attack_cooldown_sec, windup_sec | Attack: reach, pause, wind-up |
strike_arc_deg, lunge_m | Strike width, lunge during it |
is_tracking | Keeps turning towards its target during the wind-up |
projectile_speed_mps, preferred_range_m, muzzle_height_m | Shooters |
min_zone, spawn_weight | From which zone and how often |
max_alive | How many alive at once, 0 — no limit |