Gunfire Reborn Wiki
Gamemode Bizzare Dream

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

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).

Links available to all Heroes Edit
Name Effect Essential Optional Notes
Fire Conversion Weapon DMG turns to Fire?. Holding a normal damage weapon Fire Enthusiast
Flame Shard
Blazing Hoop
Elemental Weave
Open "Spiritual Link" page from inventory to choose which one activates.
Corrosion Conversion Weapon DMG turns to Corrosion?. Holding a normal damage weapon Corrosion Enthusiast
Corrosion Shard
Realm of Corrosion
Elemental Weave
Lightning Conversion Weapon DMG turns to Lightning?. Holding a normal damage weapon Lightning Enthusiast
Lightning Shard
Magnetic Coil
Elemental Weave
Explosive Ammo Crit Hits will penetrate the enemy's Shield?/ Armor?. Holding a Sniper Wait For Good
Hawkeye Sight
Deadly Counter
Penetration Bullet
Only occurs on normal enemies. Completely destroys Shields?/ Armor? rather than penetrating it.
Extended Magazine +100 Magazine Capacity for current weapon. Holding a Launcher Ammo Belt
Magic Magazine
Fast-Loader
Skateboarder
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 Injector Genesis
Bullet Bank
Against the Flow
Arms Dealer
Stacks are gained even if ammo isn't being consumed directly, such as with Against the Flow.
Hang-time Trick 33% chance to trigger Crit Hit in the air. Holding a Melee Weapon Mid-Air Strike
Casual Gunsmanship
Final Judgment
Reasonable Luck
Armor Breaker +20% Projectiles on current weapon. For every 30 weapon hits, deal True? DMG equivalent to 15% of the enemy's current HP?. (Up to team members * 5000 DMG) Holding a Shotgun Berserk Soul
Giant Slayer
Merciless Combo
Fish or Bear Paw
Top Gun +3 current weapon level. After 2 shots, +50% Lucky Shot Chance for next shot. Holding a Rifle Brutal Gloves
Perfect Sixth
Bullet Light
Hidden Transaction
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 Submachine Gun Bluff
Bloody Ammo
Dormant Bullet
Merciless Combo
Counters the damage from Bloody Ammo. Effect can trigger along with other no-consumption effects (like Deft Hands) as long as magazine is empty.
Critical Rush -1s CD for Primary Skill and Dash when landing a Crit Hit. (CD: 1s) Holding a Pistol Ancient Timer
Flowing Time
Merciless Strike
Energy Storage
Core Member All players gain +30% Weapon and Skill DMG, +30% Movement Speed and restore 3% of Max HP every second. Gourmet
Mutual Respect
Generosity
Field Support
Hidden Treasure
Only available in multiplayer. Doesn't stack with multiple players.
Elemental Enthusiast +60% Elemental DMG. Elemental Relic
Elemental Bestowment
Fire Enthusiast
Corrosion Enthusiast
Lightning Enthusiast
Element Nova -75% CD for Elemental Pulse Occult Scrolls. Elemental Cube
Magnetic Coil
Blazing Hoop
Realm of Corrosion
Elemental Power
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. Abnormal Speed
Decay Driver
Tactical Reload
Strategic Advantage
Ostrich Rider
The Sorcerer +60% Skill DMG. Piercing Bullet
Thorny Carapace
Thunder Step
Surprise Bonus
Divine Energy
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. Fountain of Life
Veteran
Safety Measures
Fight for Immortality
Lightless Shield
Ethereal Feline DMG taken from each hit won't exceed 25% of Total Max HP. Devil's Covenant
Sanguine Relic
Deflection Shield
Dual-edge
Deadly Curse
Lucky Copper 25% chance to get double Copper?. Hidden Treasure
Extra Surprise
Priced HP
Copper Miner
Unfettered Will
Special Offer The wares at Peddlers are 25% cheaper. On the House
Refresh Addict
Unfettered Will
Premium Membership
Extravagant Consumption
Wicked Power +60% Weapon and Skill DMG. Evil-Banishing Talisman
Evil-Devouring Sword
Good and Evil
3rd Time Unlucky
Deadly Curse
Soul Ferryman +1 Revive Chance. Rock-Hard Determination
Brief Respite
Lifesaver
Triple Comeback
Shrine of Recovery
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. Resolute
Terminal Lucidity
Resilient Life
Vindictive Nature
Flesh and Bones
Traditional Tactic +80% Normal DMG. Preemptive Strike
Giant Slayer
Coin Shot
Explosive Bullets
Masterful Craftsmanship
Pro Aid -30% revive time when reviving teammates. Connected Mind
Undivided Attention
Nirvana Force
Energy Transfer
Iron Circuit
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.
Effective Split
Take It All
Blessing in Disguise
Greedy Choice
Convergent Paths
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). Reasonable Exclusive
Lucky Roulette
Fortune Challenge
Reascend
Scroll Enhancer
Melee Talent +50% DMG to enemies within 10m. Battle Nature
Elemental Convergence
Spirit Feline
Airbag
Explosive Magazine
Ultimate Ammo +15% weapon DMG, +0.3x CritX, +6% Lucky Shot Chance for each extra ammo consumed. Bullet Light
Normal Ammo (Scroll)
Large Ammo (Scroll)
Special Ammo (Scroll)
Advanced Depot
Efficient Reload +1% weapon DMG for that magazine (up to 100%) for each 1% ammo reloaded. Empty Bonus
Bloody Ammo
Concurrent Cooldown
Overflowing Waters
Enhancement Lover
Final Care When enemy or trap DMG breaks Shield/Armor, immune to DMG for 1s (CD: 5s). Abundant Vitality
Thunder Screen
Heavy Shield
Backup Shield
Overwhelming Shield
Energized Defence +1% all DMG for every 5 Shield/Armor. Paranormality
Silver Medal
Reinforced Eggshell
Gold Medal
Phantom Skin
Links restricted to specific Heroes Edit
Name Hero Effect Essential Optional Notes
Ignition Device Crown Prince +20% Elemental Effect Chance every time you deal weapon DMG while not inflicting an elemental effect. Reset when inflicting an elemental effect. Elemental Rage Elemental Relic
Elemental Torment
Elemental Convergence
Elemental Magazine
Smoke Confinement Crown Prince Freeze enemies within the effect range when Smoke Grenade explodes. Toxic Smoke
Chained Duration
Double Exhilaration
Untold Effort
Terrific Crossfire
Has a duration of 2 seconds and overrides Freeze Duration of Energy Orb when hit.
Infinite Shield Crown Prince Advanced Shield and Elemental Shield will both be triggered by using Primary and Secondary Skills. +75% Max Shield? when it is in effect. Advanced Shield
Elemental Shield
Paranormality
Gold Medal
Overwhelming Shield
Elemental Overload Crown Prince Increases the buff duration of Spiritual Blessing Elemental Orb to 60 seconds. Elemental Orb
Wildfire 3
Pyrodominance
Electrodominance
Acidominance
Duration increases from 10 seconds to 60 seconds.
Lethal Smog Crown Prince Reduces the DMG triggering interval of Smoke Grenade by 25%. Smogbound Zone
Smoke Genius 3
Backpack Expansion
Hex Smoke
Acidic Explosion
Stacks Multiplicatively with Smoke Genius, causing a hit every 0.375 seconds.
Golden Grenade Ao Bai +60% base DMG of Explosive Grenade. For every grenade used, lose 1 copper; For every grenade acquired, gain 1 copper. Grenade Master Coin Shot
Rational Consumption
Spirit Bible
Rich's Privileges
Robust Body Ao Bai +50% Max HP?. Survival Instinct Flesh and Bones
Sanguine Relic
Veteran
Safety Measures
Perpetual Fire Ao Bai Using Primary Skill will trigger Sustained Fire, and +30% Weapon and Skill DMG. Sustained Fire Arms Dealer
Magic Watch
Mystic Mirror
Energy Storage
Steel Skin Ao Bai Increases the max bonus of Spiritual Blessing Life Power by 25%. Life Power
Golden Comeback 3
Adrenal Rush
Close Call
Battle-Tested
For every 100 health, you will have 125 stacks resulting in +250% damage bonus.
Refined Powder Ao Bai +5% explosion DMG for every 1m in an explosion AoE. Combat Elite
Explosion Enhancement 3
Sustained Fire
Mad Bomber
Precise Explosion
Undefeatable Qing Yan 33% chance that Leap does 200% DMG. Last Breath Resolute
Evil-Devouring Sword
Sucker Punch
Vindictive Nature
Internal Force Qing Yan +60% Skill DMG. Nova Shockwave
Unstoppable Momentum
Thunder Screen
Paranormality
Fight for Immortality
Gun Fighter Qing Yan +100% Lucky Shot Chance for the next shot after using Cleave. Fierce Wings Brutal Gloves
3rd Time Unlucky
Ninja's Discipline
Speedy Pursuit
Lucky Shot Chance only applies to 1 hit, making it extremely poor when using Shotguns.
Army Breaker Qing Yan +5% bonus of Leap DMG for each point of consumed Armor. All or Nothing
Gigantic Explosion 3
Steel Armor
Iron Scud
Regen Hit
All or Nothing's damage bonus increases by +25%.
Heart Piercer Qing Yan -0.1s cooldown for Spiritual Blessing Double Tap. Double Tap
Hail of Bullets 3
Last Stand
Close Combat
Victory Rush
Cooldown decreases from 0.3s to 0.2s.
Ultimate Violence Lei Luo CritX +1.0x. Voltage Surge Wait For Good
Glazed Sight
Hawkeye Sight
Penetration Bullet
Current Protection Lei Luo +3s duration of Fatal Current. -30% DMG taken in the duration. Heart of Battle Persistent
Flowing Wind
Reinforced Eggshell
Stone Skin
Lighting Whip Lei Luo +1 bounce for Chain Lightning. Tesla Coil Double Exhilaration
Extra Surprise
Untold Effort
Terrific Crossfire
Boundless Lightning Lei Luo Crit Hits inflict Shock? effect to enemies within 12m. Lightning Messenger
Thunder Turbo 3
Storm Blast
Shadow Knight
Eye of the Storm
Extends effect range from 3m to 12m.
Thunder Dominator Lei Luo Increase the duration of Spiritual Blessing Thunder & Glory to 60 seconds. Thunder & Glory
Voltaic Aegis 3
Fulminous Zap
Thunder Nemesis
Lightning Governor
Duration increases from 10 seconds to 60 seconds.
Phantom Blossom Tao +60% Fatal Bloom base DMG. Glowing Bloom Energy Sandals
Skill Booster
Rational Consumption
Dual-edge
Unsheathed Blade Tao +1 use for Swords Out. Sword Defense
Amplified Sword
Magic Watch
Ancient Timer
Flowing Time
Blade Aura Tao +5% RoF and Movement Speed for every stack of Blade Heart you have. Swordsman Bullet Bank
Deft Hands
Ostrich Rider
Advanced Depot
Swordplay Tao Shooting will restore the ammo consumed when using Swords Out. This effect lasts 3 more seconds after Swords Out ends. Sword Mastery
Warlike Blade 3
Sword Enthusiast
Sword Guard
Ammo Extractor
Shadow Broom Tao Spiritual Blessing Ice Blade deals True DMG equal to 10% of the target's Max HP. Ice Blade
Epic Swordcraft 3
Sword Shadow
Furious Wave
Luminous Heart
Ice Blade effect changes from 10% of current Health to 10% of max Health.
Wrath of Sea Qian Sui +60% base DMG and +3 uses for Striking Punch. Clenched Fist
Dark Tide
Improved Clip
Snow Boots
Mid-Air Strike
Rational Rush Qian Sui After dashing, deal DMG equal to Charge to all enemies within 7m (CD: 2s). Irrepressible Surge Advanced Joggers
Propulsion Device
Strategic Advantage
Windrider
Aqua Formation Qian Sui +100 Max Shield?. Ebb and Flow
Backfire
Brief Respite
Abundant Vitality
Reinforced Eggshell
Breaker of the Ocean Qian Sui +1 duration for Power of the Ocean. Power of the Ocean
Dominating Fist 3
Wave-breaking Blow
Rogue Wave
Wave Rider
Alaksana Fist Qian Sui +2% Lucky Shot Chance for every stack of Fist Sensation Libra Warrior
Restless Torrent 3
Gradual Progression
Wave Rider
Battle Adrenaline
Mighty Firearm Xing Zhe +5 current weapon level. Concentrated Essence Preemptive Strike
No Retreat
Abundant Vitality
Hidden Transaction
Demon Executioner Xing Zhe +60% Essence Chain base DMG. Shattered Soul Enduring Caster
Surprise Bonus
Spirit Bible
Rich's Privileges
Guardian Warrior Xing Zhe -30% DMG taken. Aura Protection Persistent
Tactical Reload
Flowing Wind
Mystic Mirror
Total Mastery Xing Zhe Increases the bonuses from the talents Assaulter, Generalist, and Breacher by 50%. Weapon Mastery
Ancient Etching 3
Converged Flows
Shifting Stars
Total Eradication
Total bonus increases from 300% to 350%. Takes total bonuses from 75% to 87.5% (or 300% to 350% projectile speed).
Exorcism Formation Xing Zhe When taking DMG, you will only lose 1 Spiritual Blessing Dimensional Strike stack instead of all stacks. Dimensional Strike
Raging Waves 3
Turn into Reality
Unstoppable Phantom
Critical Cudgel
Sky Burner Li +60% Blazing Meteor base DMG. Spiritual Meteor Extra Surprise
Energy Sandals
Skill Booster
Capacity Overdraft
Trace of Firefox Li There is a 33% chance that Spiritual Flame deals 200% DMG. Conflagration
Firefox Blessing
Bluff
Elemental Cube
Elite Assassin
Quenched Arm Li Weapon DMG +50%, Lucky Shot Chance +50%. Burning Bullet No Retreat
Long Shot
Lone Ranger
Dormant Bullet
Pyrodancer Li +5 max stacks for Spiritual Blessing Flame Dance. Flame Dance
Molten Meteor 3
Flare Calling
Flame Forged
Flame Talisman
Total stacks increases to 15.
Flame Totem Li Additionally increases Spiritual Blessing Raging Inferno by 5% against enemies affected by Spiritual Flame. Raging Inferno
Energetic Spirit 3
Furious Flame
Fiery Heart
Heat Recovery
True effect is unknown.
Starburst Zi Xiao +60% Base DMG of Falling Star. Heaven Strike Piercing Bullet
Rational Consumption
Spirit Bible
Convergent Paths
More Cards Zi Xiao Summon extra 6 card when casting Astroforecast. Under Control Double Exhilaration
Sucker Punch
Surprise Bonus
Extravagant Consumption
Power Accumulation Zi Xiao +2% Weapon DMG for every scroll. Arcane Shot Terminal Lucidity
Overflowing Waters
Greedy Choice
Masterful Craftsmanship
No Way Out Zi Xiao The tracking range of cards increased to 20m. Explosive Hand
Card Printer 3
Perfect Deck
Mirror Hand
Lucky Day
Falling Stars Zi Xiao +2 capacity of Falling Star. Star Compass
Endless Stardome 3
Mysterious Revelation
Fate Thread
Flashing Star
Armor Modification Nona +50% Max HP of Iron Wing. Wood Armor Gourmet
Brief Respite
Fountain of Life
Shrine of Recovery
Harder Missiles Nona There is a 33% to deal 200% DMG of Hardwood Missile. Heat Core Fast-Loader
Untold Effort
Intimidating Presence
Rich's Privileges
Restart Shot Nona When using a Pistol, grant the first shot a crit hit after reloading. Eagle Eye Glazed Sight
Concurrent Cooldown
Explosive Magazine
Masterful Craftsmanship
Strike Evolution Nona -4s cooldown of Charging Crush. Pair of Us
Charging Crush 3
Mastery
Kinetic Enhancement
Energy Overload
Fear of Chick Nona After Iron Wing deals DMG to enemies, +50% Crit DMG to them dealt by Nona, -50% DMG they dealt. Effect last for 5s. Same Boat
Magazine Modification 3
Battle Pace
Lucky Break
Specialized Shield
Extreme Chill Lyn +1% initial value of Lethal Line each time an enemy takes DMG of Frost Burial, up to 100%. Lethal Chill Piercing Bullet
Battle Nature
Divine Energy
Convergent Paths
Giant Frozen Lyn +2m Explosion Range of Frozen Grenades. Freezing Time Capacity Overdraft
Rational Consumption
Premium Membership
Rich's Privileges
Lucky Practice Lyn +4% lucky shot chance each hit on Weak Spots for 3s, up to 80%. Frost Energize Vindictive Nature
Priced HP
Lucky Roulette
Enhancement Lover
Frost Blessing Lyn +1 extra targets of Ultimate Execution. Ultimate Execution
Sudden Frost 3
Winter is Coming
Bitter Windrush
Frostbite Edge
Frost Blast Lyn The trigger rate, DMG, and explosion range reduction of Cold Afterwind decreased from 50% to 33%. Cold Afterwind
Glacial Sky 3
Midwinter Storage
Chill Overdose
Snow Vortex
Heavy Colors Momo +60% Base Ink-DMG. Colorful Black Enduring Caster
Battle Nature
Flowing Wind
Intimidating Presence
Splash Ink Momo +45% Base DMG of Drawing Come True. Restore 5 shield points when casting Drawing Come True. Ink Flow Bluff
Good and Evil
Blessing in Disguise
Divine Energy
Ink Blade Momo +30% Lucky Shot chance, this bonus will be increased to 60% when dealing damage with weapon skills. Shade Drawing Genesis
Casual Gunsmanship
Vindictive Nature
3rd Time Unlucky
Marvelous Brushwork Momo The stack cap of spiritual blessing Rebirth from Brush is increased to 36, Ink Point gained by cost stack is increased to 30. Rebirth from Brush
Continuous Design 3
Surge Ink
Residual Traces
Domain Expansion
Master of Ink and Wash Momo Each Ink Point grants Lucky Shot Chance +1% (Ink Spirit gain reduced by 75% during deployment). Inkwash Fusion
Geometry Art 3
Shade Drawing
Grinding Ink
Leaving Blank

Mysterious Jokul[]

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.
  • 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

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

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.

Normal Scrolls Edit
Scroll Description Extra Notes
+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.

Burning? deals 0 damage, giving enemies no penalty. Only recovers Health?, not Shields?/ Armor?.
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 Decay? and Movement Speed bonus results in an effective -30% movement speed.
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.
Rare Scrolls Edit
Scroll Description Extra Notes
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 Flesh and Bones, enemies have 1 Health? and 0 Shields?/ Armor?.

Enemies can also be instantly killed with Shield/Armor bypassing/destroying effects, such as Sting, Bloody Drill bleed, Thunder Storm and Wheel Saw with specific inscriptions, and Penetration Bullet.

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 Paranormality or Armored enhancement, enemies have 1 Health? and 0 Shields?/ Armor?.
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 Health? and Shields?/ Armor?. Extremely powerful on elite enemies, especially in multiplayer.
+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 Health? when Shield?/ Armor? still exists, this scroll also triggers such that the enemy gains full health and no shield/armor.
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.
Legendary Scrolls Edit
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 1? when this triggers.
Recover 40% Shield/Armor instantly when the Shield/Armor is broken for the first time. Also prevents excess damage to Health? when triggered.
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 Elemental Torment, Sanguine Relic and Gold Medal.
-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 Copper? and take +20% DMG when hit by the player, making it a nerf to enemies instead of a buff.
After dealing DMG to the player, remove 1 legendary inscription on player's primary weapon for 5s.
Cursed Scrolls Edit
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:

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.

Mission From Above Tasks Edit
Task Level Effect Requirement Task Result Other Notes
Elemental Reaction 1 +15% Elemental DMG.

-15% Non-Elemental DMG.
Inflict Burning?/ Shock?/ Decay? 20 times before completing 5 scenes. Success: Remove the penalty.

Failure: Penalty becomes permanent.
2 +25% Elemental DMG.

-15% Non-Elemental DMG.
Inflict Burning?/ Shock?/ Decay? 30 times before completing 5 scenes. Success: Remove the penalty.

Failure: Penalty becomes permanent.
3  ?

 ?
? Success: Remove the penalty.

Failure: Penalty becomes permanent.
DMG Zealot 1 +15% Skill DMG.

Enemies revive once with 15% Max HP after defeat (10% for elite enemies).
Complete 4 scenes. Success: Remove the penalty.
2 +30% Skill DMG.

Enemies revive once with 30% Max HP after defeat (15% for elite enemies).
Complete 4 scenes. Success: Remove the penalty.
3 +50% Skill DMG.

Enemies revive once with 45% Max HP after defeat (20% for elite enemies).
Complete 4 scenes. Success: Remove the penalty.
Precision Shot 1 CritX +0.3x.

-20% Non-critical damage.
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 Counterviolence) also count.
2 CritX +0.6x.

-20% Non-critical damage.
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 +10 Max HP, +10 Max Shield/Armor.

-2 Max HP for each hit taken within 10m (prioritizes reducing Shield/Armor, up to -20).
Complete 3 scenes. Success: Remove the penalty.
2 +14 Max HP, +16 Max Shield/Armor.

-2 Max HP for each hit taken within 10m (prioritizes reducing Shield/Armor, up to -30).
Complete 3 scenes. Success: Remove the penalty.
3 +20 Max HP, +20 Max Shield/Armor.

-4 Max HP for each hit taken within 10m (prioritizes reducing Shield/Armor, up to -40).
Complete 3 scenes. Success: Remove the penalty.
Fight or Die 1 Recover 10% of lost HP after dealing DMG (CD: 0.5s).

Lose 6% HP per second if no DMG is dealt for 2s.
Fall fewer than 1 time before completing 3 scenes. Success: Remove the penalty.

Failure: Penalty becomes permanent.
2 Recover 20% of lost HP after dealing DMG (CD: 0.5s).

Lose 8% HP per second if no DMG is dealt for 2s.
Fall fewer than 1 time before completing 3 scenes without triggering talent Life Guardian Success: Remove the penalty.

Failure: Penalty becomes permanent.
3 Recover 30% of lost HP after dealing DMG (CD: 0.5s).

Lose 10% HP per second if no DMG is dealt for 2s.
Fall fewer than 1 time before completing 3 scenes without triggering talent Life Guardian and passive Shield/Armor break. Success: Remove the penalty.

Failure: Penalty becomes permanent.
Fancy Position 1 Gain 1 temporary Golden Goblet refresh. 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 Gain 2 temporary Golden Goblet refreshes. 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 Gain 3 temporary Golden Goblet refreshes. 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 Movement speed +10%

-10% movement speed for 3s after taking damage from enemies.
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 Movement speed +20%

-15% movement speed for 3s after taking damage from enemies.
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 Movement speed +20%

-20% movement speed for 3s after taking damage from enemies.
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 10% chance to recover all charges when you pick up a secondary skill. (Up to 80%) If you have completed or are completing a target of the same series, the chance becomes 5%.

30% chance to consume an additional charge when you use a secondary skill. (Up to 100%) If you have completed or are completing a target of the same series, the chance becomes 15%.
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 20% chance to recover all charges when you pick up a secondary skill. (Up to 80%) If you have completed or are completing a target of the same series, the chance becomes 10%.

40% chance to consume an additional charge when you use a secondary skill. (Up to 100%) If you have completed or are completing a target of the same series, the chance becomes 20%.
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 30% chance to recover all charges when you pick up a secondary skill. (Up to 80%) If you have completed or are completing a target of the same series, the chance becomes 15%.

50% chance to consume an additional charge when you use a secondary skill. (Up to 100%) If you have completed or are completing a target of the same series, the chance becomes 25%.
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 -5% primary skill cooldown

-5% movement speed while the primary skill is cooling down.
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 -10% primary skill cooldown

-10% movement speed while the primary skill is cooling down.
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 -15% primary skill cooldown

-15% movement speed while the primary skill is cooling down.
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 +10% enemies damage taken for 3s when they get hit (Can be stacked with other targets in the same series, up to 50%.) Damage bonus is reduced to 5% if the task is already complete or in progress when this task is accepted.

-10% damage resistance for 4s when taking damage from enemies (Can be stacked with other targets in the same series, up to 50%.) Damage resistance penalty is reduced to -5% if the task is already complete or in progress when this task is accepted.
Before completing 3 scenes, finish 3 times: Defeat or assist 3 enemies within 5s. Success: Remove the penalty.

Failure: Penalty becomes permanent.
2 +15% enemies damage taken for 3s when they get hit (Can be stacked with other targets in the same series, up to 50%.) DMG bonus is reduced to 8% if the task is already complete or in progress when this task is accepted.

-20% DMG resistance for 4s when taking damage from enemies. (Can be stacked with other target in the same series, up to 50%.) DMG resistance penalty is reduced to -10% if the task is already complete or in progress when this task is accepted.
Before completing 5 rooms, finish 3 times: Defeat/Assist 3 enemies within 5s Success: Remove the penalty.

Failure: Penalty becomes permanent.
3 +20% enemies damage taken for 3s when they get hit (Can be stacked with other targets in the same series, up to 50%.) Damage bonus is reduced to 10% if the task is already complete or in progress when this task is accepted.

-30% damage resistance for 4s when taking damage from enemies (Can be stacked with other targets in the same series, up to 50%.) Damage resistance penalty is reduced to -10% if the task is already complete or in progress when this task is accepted.
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 +15% weapon damage.

Magazine capacity -10%
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 Rainbow and Cloud Weaver. Destroying breakable objects such as crates, pots, and explosive barrels counts as a hit. Destroying multiple breakable objects in one weapon shot counts only as one hit. Hitting a crack in the wall to activate a Vault counts as one hit.
2 +30% weapon damage.

Magazine capacity -20%
Hit at least 50 times in the next 100 shots. Success: Remove the penalty.

Failure: Penalty becomes permanent.
3 +50% weapon damage.

Magazine capacity -30%
Hit at least 60 times in the next 100 shots. Success: Remove the penalty.

Failure: Penalty becomes permanent.
Weapon Forge 1 Replace a normal inscriptions of the selected weapon with a rare inscription.

Randomly remove 1 inscription of your primary weapon and lower the weapon level by 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 Replace all normal inscriptions of the selected weapon with rare inscriptions.

Randomly remove 1 inscription of your primary weapon and lower the weapon level by 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 Replace a non-exclusive inscription of the selected weapon with an exclusive inscription.

Randomly remove 1 inscription of your primary weapon and lower the weapon level by 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 Peddler's Item Slot +1, with a small chance of enhanced items appearing.

20% chance to obtain a Cursed Scroll when buying weapons or Occult Scrolls from Peddler.
Limit total purchases to 5 items when interacting with the next 3 Peddlers. Success: ?

Failure: ?
Occult Scroll Vault L Obtain an (enhanced) occult scroll of the corresponding quality based on your progress when completing the target. 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 Choose 1 Ascension. +1 level after completion.

-3 target progress upon taking damage. (1s cooldown)
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.
  • 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.