
Bizarre Dream icon.
Bizarre Dream is a set of optional modifiers only accessible when playing on Reincarnation difficulty. It introduces 8 options that you can toggle on and off, allowing greater customization for runs.
Spiritual Link[]

Spiritual Link icon.
"Affected by the Spiritual Aura, Occult Scrolls, Weapons and Ascensions will offer additional buffs in a specific combination."
Spiritual Link introduces a system that provides a variety of sets, each containing various occult scrolls, ascensions, weapons and other things.
Once at least 3 items in a spiritual link have been collected, the bonus will activate. Certain spiritual links require essential item(s) to activate, and will not activate without them.
When this mode is enabled, ascensions and scrolls related to Spiritual Link will be highlighted.
There are a total of 66 links available. 26 links shared with all heroes, and another 5 exclusive to each hero (40 total).
Name | Effect | Essential | Optional | Notes |
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Fire Conversion | Weapon DMG turns to ![]() |
Holding a normal damage weapon | ![]() ![]() ![]() ![]() |
Open "Spiritual Link" page from inventory to choose which one activates. |
Corrosion Conversion | Weapon DMG turns to ![]() |
Holding a normal damage weapon | ![]() ![]() ![]() ![]() | |
Lightning Conversion | Weapon DMG turns to ![]() |
Holding a normal damage weapon | ![]() ![]() ![]() ![]() | |
Explosive Ammo | Crit Hits will penetrate the enemy's ![]() ![]() |
Holding a ![]() |
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Only occurs on normal enemies. Completely destroys ![]() ![]() |
Extended Magazine | +100 Magazine Capacity for current weapon. | Holding a ![]() |
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Additional capacity is added before inscriptions, such that having a ● Magazine +60% will result in magazine size being over 160, but ◈ Two shot magazine(full text) will override this link. |
Lightweight Trigger | +2% RoF for every ammo consumed, lasts for 10s. (Up to 30 stacks) | Holding an ![]() |
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Stacks are gained even if ammo isn't being consumed directly, such as with ![]() |
Hang-time Trick | 33% chance to trigger Crit Hit in the air. | Holding a ![]() |
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Armor Breaker | +20% Projectiles on current weapon. For every 30 weapon hits, deal ![]() ![]() |
Holding a ![]() |
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Top Gun | +3 current weapon level. After 2 shots, +50% Lucky Shot Chance for next shot. | Holding a ![]() |
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Allows the rifle to get a ✦ gemini inscription early if inscriptions are rerolled or a new inscription is etched. |
Strive to Survive | Continue to fire with an empty magazine if the Fire button is held, and each extra shot restores 1% of max HP and Shield/Armor. | Holding a ![]() |
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Counters the damage from Bloody Ammo. Effect can trigger along with other no-consumption effects (like ![]() |
Critical Rush | -1s CD for Primary Skill and ![]() |
Holding a ![]() |
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Core Member | All players gain +30% Weapon and Skill DMG, +30% ![]() |
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Only available in multiplayer. Doesn't stack with multiple players. | |
Elemental Enthusiast | +60% Elemental DMG. | ![]() ![]() ![]() ![]() ![]() |
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Element Nova | -75% CD for Elemental Pulse Occult Scrolls. | ![]() ![]() ![]() ![]() ![]() |
Each elemental pulse scroll will have a cooldown of 2.5s, or 1.5s if enhanced. | |
Speedrunner | Become immune to Movement Speed decreases. +1% Weapon and Skill DMG for every extra 1% Movement Speed. | ![]() ![]() ![]() ![]() ![]() |
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The Sorcerer | +60% Skill DMG. | ![]() ![]() ![]() ![]() ![]() |
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Misfortune Aura | -25% DMG dealt and +25% DMG taken to enemies within 12m. | Any 3 cursed scrolls | Description may look misleading. Actual effect is enemies within 12m deal -25% DMG and take +25% DMG. | |
Heavily Armoured | +30% Max HP, +30% Max Shield/Armor. | ![]() ![]() ![]() ![]() ![]() |
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Ethereal Feline | DMG taken from each hit won't exceed 25% of Total Max HP. | ![]() ![]() ![]() ![]() ![]() |
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Lucky Copper | 25% chance to get double ![]() |
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Special Offer | The wares at Peddlers are 25% cheaper. | ![]() ![]() ![]() ![]() ![]() |
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Wicked Power | +60% Weapon and Skill DMG. | ![]() ![]() ![]() ![]() ![]() |
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Soul Ferryman | +1 Revive Chance. | ![]() ![]() ![]() ![]() ![]() |
Once activated, the extra revive is added to inventory and will not disappear even if the link breaks. This link cannot activate more than once each run. | |
Bloodbath | +2 Max HP upon taking damage, up to 150. This bonus expires when you are knocked down. | ![]() ![]() ![]() ![]() ![]() |
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Traditional Tactic | +80% Normal DMG. | ![]() ![]() ![]() ![]() ![]() |
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Pro Aid | -30% revive time when reviving teammates. | ![]() ![]() ![]() ![]() ![]() |
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Battle Favor | After switching a stage, one of the following effects will be activated, with a chance for both. 1. +50% DMG; 2. +25 Max HP/Shield/Armor. |
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Blessing of Curse | 30% chance to obtain a non-cursed occult scroll upon completing a stage. 5% chance to obtain a cursed occult scroll upon picking up and occult scroll (including cursed ones). | ![]() ![]() ![]() ![]() ![]() |
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Melee Talent | +50% DMG to enemies within 10m. | ![]() ![]() ![]() ![]() ![]() |
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Ultimate Ammo | +15% weapon DMG, +0.3x CritX, +6% Lucky Shot Chance for each extra ammo consumed. | ![]() ![]() ![]() ![]() ![]() |
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Efficient Reload | +1% weapon DMG for that magazine (up to 100%) for each 1% ammo reloaded. | ![]() ![]() ![]() ![]() ![]() |
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Final Care | When enemy or trap DMG breaks Shield/Armor, immune to DMG for 1s (CD: 5s). | ![]() ![]() ![]() ![]() ![]() |
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Energized Defence | +1% all DMG for every 5 Shield/Armor. | ![]() ![]() ![]() ![]() ![]() |
Name | Hero | Effect | Essential | Optional | Notes |
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Ignition Device | ![]() |
+20% Elemental Effect Chance every time you deal weapon DMG while not inflicting an elemental effect. Reset when inflicting an elemental effect. | ![]() |
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Smoke Confinement | ![]() |
Freeze enemies within the effect range when ![]() |
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Has a duration of 2 seconds and overrides Freeze Duration of Energy Orb when hit. |
Infinite Shield | ![]() |
Advanced Shield and Elemental Shield will both be triggered by using Primary and Secondary Skills. +75% Max ![]() |
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Elemental Overload | ![]() |
Increases the buff duration of Spiritual Blessing Elemental Orb to 60 seconds. | ![]() ![]() |
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Duration increases from 10 seconds to 60 seconds. |
Lethal Smog | ![]() |
Reduces the DMG triggering interval of Smoke Grenade by 25%. | ![]() ![]() |
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Stacks Multiplicatively with Smoke Genius, causing a hit every 0.375 seconds. |
Golden Grenade | ![]() |
+60% base DMG of ![]() |
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Robust Body | ![]() |
+50% Max ![]() |
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Perpetual Fire | ![]() |
Using Primary Skill will trigger Sustained Fire, and +30% Weapon and Skill DMG. | ![]() |
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Steel Skin | ![]() |
Increases the max bonus of Spiritual Blessing Life Power by 25%. | ![]() ![]() |
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For every 100 health, you will have 125 stacks resulting in +250% damage bonus. |
Refined Powder | ![]() |
+5% explosion DMG for every 1m in an explosion AoE. | ![]() ![]() |
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Undefeatable | ![]() |
33% chance that ![]() |
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Internal Force | ![]() |
+60% Skill DMG. | ![]() ![]() |
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Gun Fighter | ![]() |
+100% Lucky Shot Chance for the next shot after using ![]() |
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Lucky Shot Chance only applies to 1 hit, making it extremely poor when using ![]() |
Army Breaker | ![]() |
+5% bonus of Leap DMG for each point of consumed Armor. | ![]() ![]() |
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All or Nothing's damage bonus increases by +25%. |
Heart Piercer | ![]() |
-0.1s cooldown for Spiritual Blessing Double Tap. | ![]() ![]() |
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Cooldown decreases from 0.3s to 0.2s. |
Ultimate Violence | ![]() |
CritX +1.0x. | ![]() |
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Current Protection | ![]() |
+3s duration of ![]() |
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Lighting Whip | ![]() |
+1 bounce for ![]() |
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Boundless Lightning | ![]() |
Crit Hits inflict ![]() |
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Extends effect range from 3m to 12m. |
Thunder Dominator | ![]() |
Increase the duration of Spiritual Blessing Thunder & Glory to 60 seconds. | ![]() ![]() |
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Duration increases from 10 seconds to 60 seconds. |
Phantom Blossom | ![]() |
+60% ![]() |
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Unsheathed Blade | ![]() |
+1 use for ![]() |
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Blade Aura | ![]() |
+5% RoF and ![]() |
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Swordplay | ![]() |
Shooting will restore the ammo consumed when using Swords Out. This effect lasts 3 more seconds after Swords Out ends. | ![]() ![]() |
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Shadow Broom | ![]() |
Spiritual Blessing Ice Blade deals True DMG equal to 10% of the target's Max HP. | ![]() ![]() |
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Ice Blade effect changes from 10% of current Health to 10% of max Health. |
Wrath of Sea | ![]() |
+60% base DMG and +3 uses for ![]() |
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Rational Rush | ![]() |
After dashing, deal DMG equal to Charge to all enemies within 7m (CD: 2s). | ![]() |
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Aqua Formation | ![]() |
+100 Max ![]() |
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Breaker of the Ocean | ![]() |
+1 duration for Power of the Ocean. | ![]() ![]() |
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Alaksana Fist | ![]() |
+2% Lucky Shot Chance for every stack of Fist Sensation | ![]() ![]() |
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Mighty Firearm | ![]() |
+5 current weapon level. | ![]() |
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Demon Executioner | ![]() |
+60% ![]() |
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Guardian Warrior | ![]() |
-30% DMG taken. | ![]() |
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Total Mastery | ![]() |
Increases the bonuses from the talents ![]() ![]() ![]() |
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Total bonus increases from 300% to 350%. Takes total bonuses from 75% to 87.5% (or 300% to 350% projectile speed). |
Exorcism Formation | ![]() |
When taking DMG, you will only lose 1 Spiritual Blessing Dimensional Strike stack instead of all stacks. | ![]() ![]() |
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Sky Burner | ![]() |
+60% ![]() |
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Trace of Firefox | ![]() |
There is a 33% chance that ![]() |
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Quenched Arm | ![]() |
Weapon DMG +50%, Lucky Shot Chance +50%. | ![]() |
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Pyrodancer | ![]() |
+5 max stacks for Spiritual Blessing Flame Dance. | ![]() ![]() |
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Total stacks increases to 15. |
Flame Totem | ![]() |
Additionally increases Spiritual Blessing Raging Inferno by 5% against enemies affected by Spiritual Flame. | ![]() ![]() |
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True effect is unknown. |
Starburst | ![]() |
+60% Base DMG of ![]() |
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More Cards | ![]() |
Summon extra 6 card when casting ![]() |
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Power Accumulation | ![]() |
+2% Weapon DMG for every scroll. | ![]() |
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No Way Out | ![]() |
The tracking range of cards increased to 20m. | ![]() ![]() |
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Falling Stars | ![]() |
+2 capacity of Falling Star. | ![]() ![]() |
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Armor Modification | ![]() |
+50% Max HP of ![]() |
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Harder Missiles | ![]() |
There is a 33% to deal 200% DMG of ![]() |
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Restart Shot | ![]() |
When using a ![]() |
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Strike Evolution | ![]() |
-4s cooldown of Charging Crush. | ![]() ![]() |
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Fear of Chick | ![]() |
After Iron Wing deals DMG to enemies, +50% Crit DMG to them dealt by Nona, -50% DMG they dealt. Effect last for 5s. | ![]() ![]() |
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Extreme Chill | ![]() |
+1% initial value of Lethal Line each time an enemy takes DMG of Frost Burial, up to 100%. | ![]() |
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Giant Frozen | ![]() |
+2m Explosion Range of Frozen Grenades. | ![]() |
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Lucky Practice | ![]() |
+4% lucky shot chance each hit on Weak Spots for 3s, up to 80%. | ![]() |
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Frost Blessing | ![]() |
+1 extra targets of Ultimate Execution. | ![]() ![]() |
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Frost Blast | ![]() |
The trigger rate, DMG, and explosion range reduction of Cold Afterwind decreased from 50% to 33%. | ![]() ![]() |
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Heavy Colors | ![]() |
+60% Base Ink-DMG. | ![]() |
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Splash Ink | ![]() |
+45% Base DMG of Drawing Come True. Restore 5 shield points when casting Drawing Come True. | ![]() |
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Ink Blade | ![]() |
+30% Lucky Shot chance, this bonus will be increased to 60% when dealing damage with weapon skills. | ![]() |
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Marvelous Brushwork | ![]() |
The stack cap of spiritual blessing Rebirth from Brush is increased to 36, Ink Point gained by cost stack is increased to 30. | ![]() ![]() |
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Master of Ink and Wash | ![]() |
Each Ink Point grants Lucky Shot Chance +1% (Ink Spirit gain reduced by 75% during deployment). | ![]() ![]() |
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Mysterious Jokul[]

Old Mysterious Jokul icon.
"The overflowing demonic aura makes creatures on Hyperborean Jokul more powerful."
Mysterious Jokul makes the Hyperborean Jokul significantly harder, with slight bonuses before you reach it to get prepared.
Pros:
- All Peddlers and Phantom Peddlers will have +1 shop refresh for free.
- The Spiritual Remnant at the start of Hyperborean Jokul will not be frozen, and will allow you to buy a blessing from them. If you already have 3 blessings, you must discard one to get the new blessing.
- Challenge events grant 10 soul essence, similar to Reincarnation 8.
Cons:
- All enemies in Hyperborean Jokul receive a 2.1x
Health? and
Shields?/
Armor? modifier per Reincarnation level, instead of a 1.6x modifier. (From 4.0x to 4.5x at R1, and 13.6x to 17.1 at R7/8.)
- This does not apply to Pole Monarch's phase 2 Shield, which remains at its non-Mysterious Jokul amount.
- All elite enemies fought will be enhanced, making them significantly more powerful.
- Armored elites are still vulnerable to Shield/Armor bypassing like
Penetration Bullet, and Cloning enemies can drop 2 more sets of weapons if not killed last.
- Armored elites are still vulnerable to Shield/Armor bypassing like
Royal Guard is always active and players cannot purchase it.
- The effect is slightly different. An elite enemy will spawn at Hyperborean Jokul stage 1 instead of Longling Tomb stage 4. This elite enemy can also appear along with another challenge event, including another Elite Invasion where other elite enemies will spawn.
- Challenge Events exclusive to Reincarnation 8 can be encountered in Hyperborean Jokul.
- The fight against Pole Monarch will be harder:
- There is always a Challenge Event even if difficulty is not Reincarnation 8.
- Pole Monarch will gain all 4 enhancements instead of 2, achieved at 20%, 40%, 60% and 80% aura bar charge.
- Some of Pole Monarch's attacks are accompanied by an additional weapon construct.
- When playing with teammates, each time Pole Monarch begins to drain an aura jar, an invincible clone of Pole Monarch will be created and attack the player with all enhancements active. This can happen up to 2 times, and lasts until phase 2.
- These clones can still take damage but cannot be defeated. Some of their taken damage will pass to the true Pole Monarch.
- The fight against Gluttony will be harder:
- There is always a Challenge Event even if difficulty is not Reincarnation 8.
- During the Devour attack, Gluttony gains max Shield equal to 750% of his max Health and rapid Shield recovery, making any damage dealt against him meaningless unless it is dealt directly to Health or is so incredibly high that it breaks the Shield anyway.
Lone Wolf[]

Lone Wolf icon.
"Only available in single play. Enemies will become fiercer. You can choose 1 extra general Spiritual Blessing before a run for free."
Lone Wolf is only available when playing alone. It allows you to play a run as if you had additional players (chosen from 2 to 4). The amount of enemies and power of certain attacks will be adjusted accordingly, however enemy Health? and
Shields?/
Armor? does not scale with player count. For example, multiplayer groups of 4 players will face lots of enemies with 700% Health and Shields/Armor each, while Lone Wolf 4 player count will face lots of enemies with only 100% Health and Shields/Armor.
As compensation for the harder difficulty, a Spiritual Blessing available to everyone can be chosen at the start for free. Hero-specific blessings, Royal Guard and
Scrolls Master cannot be chosen.
Note that:
- It is still a singleplayer game. Multiplayer-exclusive things such as
Mutual Respect won't appear.
- Higher enemy count also results in more copper being dropped and more kills for certain bonuses, which may end up making the game easier in the long run.
- If Mysterious Jokul is enabled:
- The extra blessing cannot be replaced at the fourth Spiritual Remnant.
- Pole Monarch does not summon clones.
Interdependent Fortunes[]

Interdependent Fortunes icon.
"Players can select addition Occult Scrolls in the strating stage (starting from scene 2), but the enemy will also possess with corresponding abilities."
Starting from Anxi Desert, the players can choose up to 4 scrolls (with a choice of 3 scrolls each) to add to their inventory. If all 3 scrolls are unwanted, the choice can be discarded. After choosing, the scrolls will spawn in the room and can be picked up (or left untouched, if desired), while cursed scrolls are automatically picked up by the chosen player.
As a side effect however, enemies will spawn with effects based on the scrolls chosen.
Each room will randomly select several scrolls to apply to enemies, with enemies receiving effects in the order the room selected them. (Example: If Resilient Life then
Flesh and Bones was selected, all enemies receive Resilient Life first, then Flesh and Bones second)
Unenhanced normal enemies will have 1 effect, enhanced normal enemies will have 2, and elite enemies will have 3. Duo Fjord increases this amount to 2-4, and Hyperborean Jokul increases it to 3-5. Bosses, Dragon Qian and Flying Saucer are not affected.
These scrolls are affected by Occult Booster of corresponding players, though enemies won't have enhanced effects.
In Multiplayer, scroll choices are divided among team members. 3-player teams will give the host one extra choice compared to other players. All players can gain one copy of each chosen scroll.
Lists of all scrolls are shown below, sorted into each rarity.
Scroll | Description | Extra Notes |
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+35% DMG dealt. | ||
Drop 50% of copper when defeated. | ||
+50% DMG on the first hit against players before taking DMG from players, and -10% Movement Speed for 10s (up to 3 stacks). | ||
+25% DMG Dealt when your HP is full. | ||
+50% Movement Speed and +25% DMG when your Shield/Armor is 0. Doubles the time a shield rests before recharging. | ||
Releases a random 10m elemental pulse at own position causing Elemental Effect when affected by Elemental Effect (CD: 6s). | ||
There is a 30% chance to inflict an Elemental Effect when dealing DMG on players. Recover 10% Max HP in each Elemental Effect inflicted on players (Elite enemies reduce the effect by -80%). Trigger max once per second. | ||
Every time the monster lose 20% of total HP, all negative effects on monster itself will be cleared. | ||
No ammo drop upon defeat. | ||
Gain immunity to Slows and +20% Movement Speed. | ||
-0.5% DMG taken for every 1% HP missing. | ||
+30% movement speed when Shield/Armor is not 0. | ||
+50% DMG against players in the air. | ||
After being defeated, recover other monsters' 20% Max HP (Effects on elite enemy are reduced by 95%). | Does not affect bosses. | |
50% chance to inflict a random Elemental Effects when dealing DMG. | ||
Gain immunity to all DMG for 0.5s after every attack. (CD: 2s) | ||
+0.5% DMG for each 1% HP lost. | ||
+30% Movement Speed. Creates a corrosive area along the path. | ||
+15% DMG Dealt for each Cursed Scroll carried by the attacked player. | ||
Always in Burning Effect, restore 6% of total HP per second (Effects on elite enemy are reduced by 80%). After recovering 25% of Max HP, the healing efficiency decreases to 50% of its original value. | When combined with other Enthusiast scrolls, fusion effects will only trigger once.![]() ![]() ![]() ![]() | |
Always in Decay Effect, -20% damage taken and +40% movement speed. | When combined with other Enthusiast scrolls, fusion effects will only trigger once. Combination of ![]() ![]() | |
Always in Lightning Effect, +50% DMG. | When combined with other Enthusiast scrolls, fusion effects will only trigger once. | |
Deal DMG of 15% total Max HP and Shock Effect to players within a 12m radius when Shield/Armor breaks. | ||
Increase weapon DMG when hitting the player away from you. The further they are, the larger the bonus (up to 100%). | ||
+20% movement speed for 3s after inflicting or being affected by the Decay effect. | ||
Grants +5% DMG and -3% DMG taken to monster itself for every [Mutual Respect] itself and the nearby monster(s) own. | ||
Gain 2% lost HP per second, while enemies within 15m will gain 25% of the effect (Effects on elite enemy are reduced by 80%). | Does not affect bosses. | |
+15% DMG for yourself and monsters within a 15m radius | ||
There is a 70% chance to convert dropped copper into ammo when defeated. | ||
After taking DMG, +1 consumption of the corresponding player's secondary skill for 2s. (CD: 6s) | ||
Charge 10 points of energy in each attack, up to 200 points of energy. Each point of energy +1% DMG dealt when attacking. | ||
When not within a 12m radius of a hero, gain 1 stack of effect every 0.5s (up to 20 stacks). Lose 1 stack every 0.5s when within a 12m radius of a hero. Each stack +2% DMG. When at 20 stacks, +10% DMG. | ||
When dealing DMG to players, -3% random reserve ammo of this player. (CD:2s) | ||
After taking DMG, restore 3% HP per second for 5s (Effects on the elite enemy are reduced by 80%). Trigger at most once in 10s. | ||
Charge 10 energy in each attack. (CD: 2s) Every 20 stacks will summon a monster without carrying Curiosity Box. | After an enemy attacks twice, with each attack 2s apart, an exact copy of them appears including enhancements and scrolls, besides Curiosity Box. Energy cannot be gained if they already have a copy. Elite enemies create non-elite copies (Elite Hermit creates Bandit Hermit for example). If the original enemy dies, the copy also dies. | |
+1% DMG for each 1% total Max HP. | ||
Fires 1 Blade Wave at players when taking DMG (CD: 5s). | ||
+50% DMG, obtain an extra occult scroll when the own scroll is greater than or equal to 3. | Enemies with 3 or more scrolls get 1 extra scroll, making difficult enemies even more difficult. | |
After dealing DMG, Prevents player from receiving healing for 3s. (CD: 5s). | ||
When a player is within 10m, release a 10m shockwave at own position (CD: 5s). | ||
When dealing DMG to a player, deal additional DMG equal to 50% of lost Total HP. |
Scroll | Description | Extra Notes |
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Monster's Shields/Armor doubled. Monsters without shields/armor gain a shield equal to twice their maximum health, and then their maximum health is set to 1. | When combined with ![]() ![]() ![]() ![]() Enemies can also be instantly killed with Shield/Armor bypassing/destroying effects, such as ![]() ![]() ![]() ![]() ![]() Note: Can become extremely powerful on elite enemies with no Shields/Armor, as these elites have the default shield recovery speed instead of the slower elite recovery speed, making their shields recover much faster than expected. Combined with Shielding enhancement, some enemies will be able to have both a Shield and Armor bar at the same time, on top of also having a Health Bar. | |
Convert all Shield/Armor to HP and recover 3% Max HP/s. (Effects on elite enemy are reduced by 90%) | When combined with ![]() ![]() ![]() ![]() | |
When HP is reduced to 0, HP is fixed at 1 for 1s. Dealing each DMG on any enemy within this duration will recover 10% Max HP and 10% Max Shield/Armor. This effect will only trigger once. | ||
Consume 5% total HP when dealing DMG and deal an additional 50% damage (CD: 1s) | ||
-40% Max HP and Max Shield/Armor, and gain 1 extra revive. | ||
+3% Life Steal when dealing DMG, +50% Max HP. +50% DMG taken (Effects on the elite enemy are reduced by 80%). Trigger at most once in 1s. | Life Steal actually grants 3% HP recovery for every hit, not recovery based on 3% of their damage. | |
Attacks deal additional True DMG equal to 10% of the player's Total HP. | ||
Begin to generate Shield when hitting the players. | ||
Every third attack will inflict Elemental Effect on the player. | ||
+25% Movement Speed and -20% DMG taken. | ||
Leaves a Lightning area after being defeated. | ||
Inflict the Decay Effect on the corresponding player when taking DMG (only trigger once in 8s). Remove decay effect after Dashing in 4s. | ||
When dealing DMG to the player, their current copper amount -10 (can only trigger once per second). | ||
After being defeated, +100% Dash cooldown for the corresponding player for 2s. | ||
Only 50% of the basic reward will be dropped if other monsters within 7m radius are defeated. | ||
-30% DMG taken when your Shield/Armor is not 0; +30% DMG taken when your Shield/Armor is 0. | ||
+40% Movement Speed for 3s after each attack. | ||
Restore full HP when not taking DMG for 4s. | Actually fully recovers ![]() ![]() ![]() | |
+40% Movement Speed. | ||
Leaves a Fire area after being defeated. | ||
Leaves a Corrosion area after being defeated. | ||
DMG is converted to Fire DMG and -30% Fire DMG taken. | ||
DMG is converted to Lightning DMG and -30% Lightning DMG taken. | ||
DMG is converted to Corrosion DMG and -30% Corrosion DMG taken. | ||
-2% HP per second when Shields/Armor is full. Restore 100% HP when Shields/Armor gets fully broken. | If enemy would take lethal damage to ![]() ![]() ![]() | |
After dealing DMG, there is a 50% chance to restore 10% Max HP (Elite enemies reduce the effect by 80%); 50% chance to deal DMG of 10% Max HP (Elite enemies reduce the effect by 80%). | Averages out to enemies taking and recovering an equal amount of HP, making this scroll virtually worthless for them. | |
Dealing DMG within 0.5s upon a DMG taking, restore 20% of the total HP (Health + Shield/Armor) lost from the damage taken. | ||
Gain immunity to all DMG for 1s after every 3 attacks. (CD: 3s) | ||
-70% Attack Interval, dealing 5% True DMG (Current HP+Shield/ Armor)to monster itself in each missing attack, this effect will not knock it down. | Allows certain enemies such as Elusive Stalkers to fire extremely fast. | |
Release a lightning around the players within a 10m radius in each attack. | When an enemy attacks, players within the radius have a red circle appear beneath them, which strikes anyone inside with a thunderbolt after a few seconds. | |
After hitting a player, this player and other players within 5m around them will receive 10% DMG of their total Max HP. (CD: 3s) | ||
After dealing DMG to a player, that player gains 2 stacks of effect for 10 seconds. Trigger Max once per second. -1 weapon level that the player is holding for each effect (Up to 8 stacks). | ||
15% chance to summon a lightning strike at players' location when dealing DMG to players. | ||
+75% DMG when you have more than 50% HP. | ||
When defeated, 25% chance to deal 20% of current Total HP as DMG to players within 5m. | ||
After dealing DMG, change player's copper coin amount by -7 to +3 (CD: 1s). | Averages out at -2 copper per hit. | |
When breaking player's Shield/Armor, player's Movement Speed greatly decreases for 0.5s, and is unable to recover Shield for 5s. | ||
Deals 10% of the player's current Total HP as DMG to players within 5m with each attack. | ||
When dealing DMG to player for the first time, steal an amount of health recovery equal to the percentage of this DMG relative to the player's Total Max HP, then this Occult Scroll destroyed. |
Scroll | Description | Extra Notes |
---|---|---|
-50% DMG taken from enemies over 15m away, +50% DMG taken from enemies within 15m away. | ||
When affected by Elemental Effect, there is a 50% chance to spread the Elemental Effect to the player. | ||
+2.5% Max HP and Max Shield/Armor, +3% DMG, +2% Movement Speed (up to 20 stacks) for each defeated monster in the same area. | Grants up to +50% Health and Shields/Armor, +60% DMG and +40% Movement Speed. | |
Recover 3% Max Shield/Armor in each DMG inflicted on players (Effects on elite enemy are reduced by 80%). | ||
+100% DMG taken, but DMG taken from each hit won't exceed 14% of total max HP. | Extremely powerful against players using low hit count, high damage builds. Severely weakens enemies against players using high hit count, low damage builds. Tougher enemies such as elites are weakened against stronger builds as well. | |
+50% dealing DMG; -50% Max HP. | ||
Attacks deal additional True DMG equal to 33% of the player's Max Shield/Armor, which is only valid for Shields/Armor (CD: 1s). | ||
Gain 1 stacks of Lightless Shield every 10s. Immune to DMG and control for 1s. You can only have up to 1 stack at any given time. | ||
Gain 1 stack of Phantom Skin every 6s. A stack is consumed whenever the monster takes DMG, restoring 10% of the monster's Shield/Armor (Effects on elite enemy are reduced by 80%). The monster can only have up to 3 stacks of Phantom Skin at any given time. | ||
Dealing damage to the player will increase the remaining cooldown time of their skills by 1s. This effect can trigger at most once every 3s. | ||
Dealing DMG to a player will cause the player to lose 2% HP per second for 5s (Cannot be stacked). | ||
After hitting player, player randomly obtains 1 Cursed Scroll effect for 5s. | ||
When hit by enemies, -10% Movement Speed for 10s. 25% chance to immune to all DMG. | Damage will become ![]() | |
Recover 40% Shield/Armor instantly when the Shield/Armor is broken for the first time. | Also prevents excess damage to ![]() | |
When dealing DMG on a player, -4% of total Max HP of the player for 8s. (Up to 10 stacks) | ||
-30% DMG dealing of monster, but each attack deals damage twice. | Enemies deal an equivalent of 140% damage, and trigger other on-hit effects twice as much such as ![]() ![]() ![]() | |
-30% DMG taken for 3s upon taking DMG. (Does not stack) | ||
Generates 1 special shield that blocks 10% of Total Max HP in skill DMG. If no skill DMG in 5s, re-obtain the special shield. | ||
Shield recovery will not be stopped but -50% Recovery Speed. (Effects on elite enemy are reduced by 25%). | Also removes enemy shield recharge delay, allowing their shield to immediately start recovering. Actual elite effect is they receive -75% recovery speed instead of -50%. | |
50% chance to drop 1 coppers when inflicting DMG. +20% DMG taken after dropping copper, up to 5 stacks (Can trigger at most once every 3 seconds) | Actual effect is enemies drop 1 ![]() | |
After dealing DMG to the player, remove 1 legendary inscription on player's primary weapon for 5s. |
Scroll | Description | Extra Notes |
---|---|---|
20% chance to drop double amount of coppers. | ||
+100% duration when affected by Elemental Effect. | ||
After being defeated, player recovers reserve ammo equal to magazine count. | ||
+100% DMG taken from sources within 10m and -10% Movement Speed. | ||
-20% DMG to Shield/Armor. | ||
0.25% DMG taken for each 1% HP missing. | ||
After being defeated by a player, there is a 10% chance to gain 1 stack for this player (Up to 3 stacks). Consume 1 stack to gain 1 extra level when upgrading the weapon. | ||
After being defeated by a player, +50% Skill DMG on the corresponding player for 3 seconds. | ||
Initial HP is randomly generated between 50% to 90%. | ||
15% chance to cause only 1 DMG when dealing DMG. | ||
After being defeated, the corresponding player has a 30% chance to restore the consumed ammo when shooting for 5s. | ||
-30% DMG dealing to the player with more than 80% of the total. | ||
-0.2% Movement Speed for each 1% total HP. | ||
Every missing shot causes 10% True DMG of the total HP (Current HP+Shield/ Armor) to monster itself. This effect will not knock you down. | ||
Monsters become weaker as their number decreases in a single scene. |
Transcendant Arsenal[]
"In the vault of the pre-boss stage of Duo Fjord and Hyperborean Jokul, or after defeating Pole Monarch, you can deposit and withdraw the powerful weapons in the arsenal from the arsenal guards."
With this option enabled, the player will gain three backup weapon slots where the player can store extra weapons by holding the interact button. Weapons in backup slots cannot be fired or used for ✦ Gemini inscriptions, instead they can only swap slots or be dropped from the inventory screen.
Later, at Duo Fjord stage 3, Hyperborean Jokul stage 2, and after defeating the last boss, an arsenal guard will appear. In the former 2 cases, he appears inside the Vault of corresponding stage instead of usual scroll chest, available after clearing all enemies inside.
Note: One exception is in Duo Fjord where the vault happens to be a room of Dragon Qian, in which the arsenal guard doesn't appear.
Interacting with an arsenal guard will access the arsenal, in order to deposit and withdraw weapons (at hand or backup). The arsenal has 9 slots which are shared through heroes of same profile. Weapons withdrawn will have their levels adjusted to current stage, but cannot etch more inscriptions (even if they didn't do so before) or be recycled.
It is also possible to imprint weapons with spirits so that a spiritual imprint of the weapon can be kept in the arsenal despite being in use (even if the player fails to store them manually afterward). Changes made to the imprinted weapon, such as upgrades, apply to both the imprinted weapon and it's spiritual imprint. Imprinting one weapon costs 150?. Each arsenal guard can imprint one weapon, and each player can only carry up to 2 imprinted weapons in one game.
This option also allows Challenge Events to occur in vaults even if it won't happen normally. These challenge events can yield rewards accordingly, notably scrolls you would otherwise lose from the arsenal guards.
Before starting a run, you can check your arsenal. In Multiplayer, players can also check others' arsenal.
Ascension Fusion[]
"In the boss stage of the Longling Tomb, you can choose the awakening of other heroes, and then upgrade through golden goblet."
Upon reaching the boss stage of Longling Tomb, each player is given 6 out of 29 Ascensions of other heroes. Each player can choose up to 2 of the options, such that they can appear in the choice of Goblet onwards. At the same time, each player can disable up to 2 of its owned ascensions, such that they will be removed from the choices of Goblets.
Possible Choices:
Crown Prince:
Wildfire,
Elemental Rage,
Pyrodominance,
Electrodominance
Ao Bai:
Ember Eruption,
Sustained Fire,
Adrenal Rush,
Close Call,
Overloading
Qing Yan:
Close Combat,
Hail of Bullets,
Victory Rush,
Last Stand
Lei Luo:
Shadow Knight,
Voltage Surge,
Eye of the Storm
Tao:
Warlike Blade,
Ammo Extractor
Qian Sui:
Wave Rider,
Solid Shell
Xing Zhe:
Shifting Stars,
Aura Protection,
Total Eradication
Li:
Furious Flame,
Flame Talisman
Nona:
Nimble Finger,
Magazine Modification,
Lucky Break,
Battle Pace
Mission from Above[]
"During the adventure, you may encounter the Training Master, from whom you can accept tasks to receive blessings and curses. Upon completion, curses are removed. (Vaults and boss stages do not count towards progress.)"
Adds a new character called the Training Master which randomly appears throughout runs. When interacted with they give 3 different tasks that the player can perform. Only 1 task can be taken from each Training Master.
Each task gives a permanent bonus effect, but also come with a penalty as a downside. Once accepted, both the bonus and penalty will become active and a task will be given. Completing the task will remove the penalty, but failing it will make the penalty permanent. Some tasks don't give a penalty immediately, and instead gives it upon failing the task.
Most of the tasks require killing enemies under given conditions, or take as little damage as possible. Note that summoned enemies (like Exploding Lantern Spirits) do not count in the progress.
Vaults, boss stages and starting stages do not count as a room in the progress, and the penalty does not apply in these rooms.
List of all tasks are shown below.
Task | Level | Effect | Requirement | Task Result | Other Notes |
---|---|---|---|---|---|
Elemental Reaction | 1 | ![]() ![]() |
Inflict ![]() ![]() ![]() |
Success: Remove the penalty. Failure: Penalty becomes permanent. |
|
2 | ![]() ![]() |
Inflict ![]() ![]() ![]() |
Success: Remove the penalty. Failure: Penalty becomes permanent. |
||
3 | ![]() ![]() |
? | Success: Remove the penalty. Failure: Penalty becomes permanent. |
||
DMG Zealot | 1 | ![]() ![]() |
Complete 4 scenes. | Success: Remove the penalty. | |
2 | ![]() ![]() |
Complete 4 scenes. | Success: Remove the penalty. | ||
3 | ![]() ![]() |
Complete 4 scenes. | Success: Remove the penalty. | ||
Precision Shot | 1 | ![]() ![]() |
In the next 60 hits on enemies, achieve more than 20 critical hits. | Success: Remove the penalty. Failure: Penalty becomes permanent. |
Missed hits do not count. Each attack only counts up to one crit. Enforced crits (like ![]() |
2 | ![]() ![]() |
In the next 60 hits on enemies, achieve more than 30 critical hits. | Success: Remove the penalty. Failure: Penalty becomes permanent. | ||
3 | ![]() ![]() |
? | Success: ? Failure: ? | ||
Blade Dodge | 1 | ![]() ![]() |
Complete 3 scenes. | Success: Remove the penalty. | |
2 | ![]() ![]() |
Complete 3 scenes. | Success: Remove the penalty. | ||
3 | ![]() ![]() |
Complete 3 scenes. | Success: Remove the penalty. | ||
Fight or Die | 1 | ![]() ![]() |
Fall fewer than 1 time before completing 3 scenes. | Success: Remove the penalty. Failure: Penalty becomes permanent. |
|
2 | ![]() ![]() |
Fall fewer than 1 time before completing 3 scenes without triggering talent ![]() |
Success: Remove the penalty. Failure: Penalty becomes permanent. |
||
3 | ![]() ![]() |
Fall fewer than 1 time before completing 3 scenes without triggering talent ![]() |
Success: Remove the penalty. Failure: Penalty becomes permanent. |
||
Fancy Position | 1 | ![]() |
Defeat or assist defeating 8 enemies (Elites count as 3) without taking any DMG for at least 3s before completing 3 scenes. | Failure: -1 Golden Goblet choices for the next 1 goblet. | |
2 | ![]() |
Defeat or assist defeating 12 enemies (Elites count as 3) without taking any DMG for at least 3s before completing 3 scenes. | Failure: -1 Golden Goblet choices for the next 2 goblets. | ||
3 | ![]() |
Defeat or assist defeating 16 enemies (Elites count as 3) without taking any DMG for at least 3s before completing 3 scenes. | Failure: -1 Golden Goblet choices for the next 3 goblets. | ||
Swift as the Wind | 1 | ![]() ![]() |
Defeat or assist 8 enemies (Elites count as 3) without taking any damage for at least 3s before completing 3 scenes. | Success: Remove the penalty. Failure: Penalty becomes permanent. |
|
2 | ![]() ![]() |
Defeat or assist 12 enemies (Elites count as 3) without taking any damage for at least 3s before completing 3 scenes. | Success: Remove the penalty. Failure: Penalty becomes permanent. |
||
3 | ![]() ![]() |
Defeat or assist 16 enemies (Elites count as 3) without taking any damage for at least 3s before completing 3 scenes. | Success: Remove the penalty. Failure: Penalty becomes permanent. |
Bonus number may be a typo. | |
Backup Energy | 1 | ![]() ![]() |
Defeat or assist 12 enemies (Elites count as 3) with secondary skill before completing 3 scenes. | Success: Remove the penalty. Failure: Penalty becomes permanent. |
|
2 | ![]() ![]() |
Defeat or assist 16 enemies (Elites count as 3) with secondary skill before completing 3 scenes. | Success: Remove the penalty. Failure: Penalty becomes permanent. |
||
3 | ![]() ![]() |
Defeat or assist 20 enemies (Elites count as 3) with secondary skill before completing 3 scenes. | Success: Remove the penalty. Failure: Penalty becomes permanent. |
||
Work Rest Balance | 1 | ![]() ![]() |
Complete 4 rooms and get hit no more than 15 times while the primary skill is cooling down. | Success: Remove the penalty. Failure: Penalty becomes permanent. |
|
2 | ![]() ![]() |
Complete 4 rooms and get hit no more than 10 times while the primary skill is cooling down. | Success: Remove the penalty. Failure: Penalty becomes permanent. |
||
3 | ![]() ![]() |
Complete 4 rooms and get hit no more than 5 times while the primary skill is cooling down. | Success: Remove the penalty. Failure: Penalty becomes permanent. |
||
Weakness Expose | 1 | ![]() ![]() |
Before completing 3 scenes, finish 3 times: Defeat or assist 3 enemies within 5s. | Success: Remove the penalty. Failure: Penalty becomes permanent. |
|
2 | ![]() ![]() |
Before completing 5 rooms, finish 3 times: Defeat/Assist 3 enemies within 5s | Success: Remove the penalty. Failure: Penalty becomes permanent. |
||
3 | ![]() ![]() |
Before completing 3 scenes, finish 8 times: Defeat or assist 3 enemies within 5s. | Success: Remove the penalty. Failure: Penalty becomes permanent. |
||
Aggressive Firepower | 1 | ![]() ![]() |
Hit at least 40 times in the next 100 shots. | Success: Remove the penalty. Failure: Penalty becomes permanent. |
Each weapon shot only counts up to one hit regardless of number of hits. It is suggested to use auto-lock or on-hit weapons like ![]() ![]() |
2 | ![]() ![]() |
Hit at least 50 times in the next 100 shots. | Success: Remove the penalty. Failure: Penalty becomes permanent. | ||
3 | ![]() ![]() |
Hit at least 60 times in the next 100 shots. | Success: Remove the penalty. Failure: Penalty becomes permanent. | ||
Weapon Forge | 1 | ![]() ![]() |
Before completing 3 rooms, finish 3 times: Defeat or assist 3 enemies by the weapon. | Success: Remove the penalty. Failure: Penalty becomes permanent. |
Despite in-game text stating "Randomly replace/remove inscription," the player is able to choose the inscription to be replaced/removed. |
2 | ![]() ![]() |
Before completing 3 rooms, finish 5 times: Defeat or assist 3 enemies by the weapon. | Success: Remove the penalty. Failure: Penalty becomes permanent. | ||
3 | ![]() ![]() |
Before completing 3 rooms, finish 8 times: Defeat or assist 3 enemies by the weapon. | Success: Remove the penalty. Failure: Penalty becomes permanent. | ||
Store VIP | 1 | ![]() ![]() |
? | Success: ? Failure: ? |
|
2 | ![]() ![]() |
? | Success: ? Failure: ? | ||
3 | ![]() ![]() |
Limit total purchases to 5 items when interacting with the next 3 Peddlers. | Success: ? Failure: ? | ||
Occult Scroll Vault | L | ![]() |
Complete 4 rooms, the quality of the scroll will be increased by 1 for every 20 enemies you defeat/assist. | Success: Obtain enhanced occult scroll. | |
Source Energy Relic | L | ![]() ![]() |
Defeat/assist 20 enemies (Elite kills count as 3) with Secondary Skill before entering the 4th room. | Success: Gain 1 level of chosen ascension |
Boundless Dream[]
"In Boundless Dream, as long as the heroes stand, their adventure will never cease."
After defeating the boss of Hyperborean Jokul, the player can choose to enter a portal, letting them continue through repeated stages endlessly. During the journey, each act can be visited in random order.
Certain changes are made once players continue past Hyperborean Jokul, which include:
- Enemies will become stronger in damage,
Health? and
Shields?/
Armor? every stage. Additionally they gain +0.5% DMG resistance on some stages (up to 99%). Resistance is gained less frequently the higher stage you are on.
- Scrolls that you already own can be given to you, once you have at least 127 scrolls in your inventory.
- This includes cursed scrolls if you already have all possible choices, that duplicated cursed scrolls will drop and can be recycled.
- Recycling scrolls give one stack of "Weapon damage +2%, skill damage +10%, skill CD -0.5%" per scroll. Skill CD reduction has a -90% cap from all recycling effects.
- Most Golden Goblets have been corrupted by demonic energy and can only replace existing ascensions with one new option. Players can recycle excess golden goblets to obtain two stacks of "Weapon damage +2%, skill damage +10%, skill CD -0.5%" effect. Golden Goblets found in boss stages work as "normal corrupted" ones with a single option and cannot be recycled normally.
- Having
Blessing in Disguise can override these goblets to get two options, though recycling them still counts as one goblet.
- Goblets automatically recycle themselves once you obtain all ascension choices.
- Having
- The Spiritual Remnant appearances will be reduced, only appearing once every two acts.
Interaction with other options:
- With Mysterious Jokul, the last room of Longling Tomb also triggers the "Elite Gathering" event, and Spiritual Peddlers have higher chance to appear in Hyperborean Jokul.
- With Interdependent Fortunes, all enemies in the journey will have at least 3 scrolls, and no further choices are made in newer acts.
- With Transcendant Arsenal, the Arsenal Guard appears after beating each boss, but not in vaults.
- With Mission from Above, additional Training Masters will not appear.
Update History[]
- 12/22/2023 update: Removed Endless Journey. Added Boundless Dream.
- 11/23/2023 update: Added Endless Journey.
- 10/21/2023 update: All options changed to display their icons.
- 08/25/2023 update: Added Mission from Above.
- 06/01/2023 update: Added Transcendant Arsenal and Ascension Fusion to the game.
- 03/17/2023 update: Added Interdependent Fortunes to the game.
- 12/27/2022 update: Added Lone Wolf to the game.
- 08/29/2022 update: Added Spiritual Link and Mysterious Jokul to the game.
Gunfire Reborn |
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Gameplay |
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Talents • Ascensions • Occult Scrolls • Unlockables • Multiplayer |
Difficulty • Reincarnation • Daily Challenges • Game Modes |
Seasonal Events • Avatars and Frames • Emoticons |
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Weapons |
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Inscriptions • Projectile • Rate of Fire • Magazine • Reload Time • Weapon Stats |
Damage |
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World |
Longling Tomb • Anxi Desert • Duo Fjord • Hyperborean Jokul |
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Enemies • Enemy Enhancements • Peddler • Craftsman |