Mods — Abilities, Shaman & Mobs — Rebellion

Last updated: 2026-10-10What a Rebellion mod can change in abilities, the shaman's skill trees and mobs — damage, charges, cooldowns, node prices, enemy health and speed.

Abilities, Shaman & Mobs

Abilities, shaman nodes, mobs and bosses run on the game's code, and it is closed. A mod cannot add new abilities or enemies, but it can change all their numbers: damage, charges, cooldowns, prices, health, speed, loot.

1. Abilities — balance/abilities.synx

synx
abilities
  phantom_cross
    damage 60
    charges 2
    cooldown_sec 8
    charge_sec 8
FieldWhat it does
damageDamage per use; 0 — the ability does not hit
damage_typephysical, magic or none: which modifier raises it — physical_damage or spell_damage
damage_kindThe damage label in tooltips and the book: physical, magic, mixed, none. Does not affect the calculation
chargesHow many times in a row it can be used
charge_secWhile not all charges are spent, they come back one at a time every this many seconds (faster with recharge)
cooldown_secThe last charge spent — a cooldown, then all charges return (faster with cooldown)

Many abilities also have their own block of numbers further down the same file — radii, durations, shares. The block's key is the id of the ability or of its card; the fields are explained by comments in the game's file.

2. The shaman's trees — balance/skills.synx

An ability has two branches, left and right, sometimes a heresy alt and a fork fork — lists of nodes from top to bottom. The nodes themselves are in the same ability's nodes block:

synx
skills
  blood_dash
    nodes
      long_stride
        price_souls 10
        range 0.08
FieldWhat it does
shapediamond — a simple upgrade, square — a new mode with an icon
price_soulsPrice of the node, souls
Other fieldsWhat the node gives: range, cooldown, charges, haste_move, fury_damage… The list and meanings are in the header of the game's skills.synx

You can reorder nodes in a branch and swap them for the game's other nodes. New nodes with their own action cannot be made.

3. Mobs — balance/mobs.synx

synx
mobs
  swarm
    base_hp 20
    speed_mps 7.5
FieldWhat it does
base_hp, base_damageHealth and damage on the first floor; deeper, threat multiplies them
speed_mpsRunning speed, m/s
radius_m, height_mBody size for hits and crowding
base_soulsSouls per kill
card_chanceChance to drop a card, 0…1
attack_range_m, attack_cooldown_sec, windup_secAttack reach, pause between attacks and wind-up
strike_arc_deg, lunge_mWidth of the strike and the lunge during it
is_trackingtrue — the mob keeps turning towards its target during the wind-up
projectile_speed_mps, preferred_range_m, muzzle_height_mShooters: projectile speed, the distance it keeps, shot height
min_zone, spawn_weightFrom which zone it appears and how often compared to others
max_aliveHow many alive at once; 0 — no limit

Mini-bosses are in balance/minibosses.synx, floor bosses in the balance/bosses/ folder, the labyrinth's difficulty per floor in balance/endless.synx. Their fields are explained by comments in the game's files.

4. Example: a "Hard Hell" mod

More rooms and mobs on every floor and enemies that grow stronger with each threat step — two files, only the numbers you change:

synx
# balance/endless.synx — rooms on floor f: rooms_base + rooms_per_floor × (f − 1); mobs per wave: base + per_floor × (f − 1)
floor
  rooms_base 9
  rooms_per_floor 3
waves
  base 6
  per_floor 1.2
synx
# balance/threat.synx — how many times mob health and damage grow with each threat step
hp_growth 1.5
damage_growth 1.5
Mods — Abilities, Shaman & Mobs — Rebellion | AS Docs