Gunfire Reborn Wiki

A Challenge Event is a random event which can occur in any normal room inside each stage (except boss and starting stages). It is announced when the room is entered. Beating challenge events are required to progress. At the end of an event, a crystal will drop containing various loot, depending on the type of challenge event.

Crystals dropped from regular challenge events will either be purple or blue. Purple crystals will contain an Occult Scroll and a Bun?, while blue crystals will only drop a bun.

Crystals dropped from hard challenge events caused by elite enemies appearing will always be purple, and will drop a random variety of weapons, occult scrolls, buns and rarely Goblets.

Certain challenge events will only appear on higher difficulties, while others occur within or are exclusive to Vaults.

Challenge events will only occur once per Act (Excluding vaults) for all difficulties except Reincarnation 8 and 9.

On Reincarnation 8 and 9, many challenge events can appear for each act, with an event also being guaranteed on the boss stage. Only 1 challenge event per act has a chance to give a purple crystal containing a scroll. All other crystals will be blue, dropping 10 Soul Essence? and a bun. If Elite Invasion occurs in Reincarnation 9, the result crystal will be blue and instead contain a weapon whose level takes the higher value of normal spawn and the one in player's hand.

When Mysterious Jokul is active, challenge events will also drop 10 Soul Essence? (does not stack with Reincarnation 8 and 9). Additionally it causes Elite Gathering to occur in the final room of the pre-boss stage in Anxi Desert, Duo Fjord and Hyperborean Jokul, similar to Royal Guard.

Longling Tomb[]

Longling Tomb Challenges
Difficulty Challenge Extra Notes
Normal Four or five separate waves of enemies, each spawning after the previous is cleared. Only 1 room exists for the entire stage. Another challenge can exist alongside this one, providing even greater challenge.
A seal must be protected at all costs. Enemies will attempt to destroy the seal. Only appears in certain vaults. A red cube appears nearby and must be protected from enemy attacks. Taking too much damage will destroy it, failing the challenge and locking the chest nearby.
Elite Guardian or Elite Invasion: Elite enemy appears. Elite enemy that appears is based on the current act. Only happens once all enemies in the room are killed (guardian), or part way through if on Nightmare difficulty or above (invasion). The crystal from the additional elite always contains a weapon.
Stone enemies appear. Shooting them will cause them to transform into real enemies. Only appears in certain vaults. Stone enemies are not affected by Skills (including certain inscriptions like Spread DMG on crit kill(full text)).
Demonic Aura Possession: The enemy explodes after being defeated. Enemies cause an Explosion? upon death, dealing damage to nearby players.
Demonic Aura Nirvana: All enemies transform into Horned Beetle upon being defeated. Can also appear in certain vaults.
Elite Emergency Heal: After monsters are injured, 60% of DMG taken to HP? will be recovered over 4s. Currently also recovers Health? from damage taken to Shields? or Armor?.
? All enemies become Bomber! Only the normal variant appears.
All enemies become Spearman!
Last Stand: Fewer monsters remains, stronger attributes they have.
Glazed Barrier: Monsters are shielded and are immune to damage and all other negative effects. Shields break 1s after being hit!
Corrosion Backfire: Trigger slow-down effect once getting close to the monster. All enemies get a green aura that surrounds them, slowing any player within the aura.
Second Wind: Delay monster's death time when it is killed. Enemies continue to fight for 3 seconds after their Health? reaches 0, similar to Immortal enemies. Unlike Immortal enemies however, on-kill effects do not apply until the enemy dies.
Vulnerable Shield: Decrease movement speed for a short time whenever your Shields?/ Armor? breaks. Decreases movement speed by up to -90% for 3 seconds. Effect is negated by Snow Boots.
Reincarnation Level 8 and 9 Fully Armed: Enemies have become enhanced! Players gain [Copycat] temporarily! All enemies will have the same primary enhancement. For example, all enemies will be Immortal. If the player does not have Copycat, any buffs gained will end instantly when the challenge is completed.
Demonic Aura Diffusion: Weapons won't trigger Burning?/ Shock?/ Decay? in this area. The limited effect will be changed upon using Dash. Only prevents 1 elemental effect at any time. Element share(full text) can still apply the effect from the other weapon. Skills are unaffected and can still apply the disabled effect.
Jungle of Thorns: Increase hero's movement speed, but take DMG equivalent to 10% of your total HP upon using Dash. Damage taken is based on current Health? and Shields?/ Armor?, dealing less damage the more injured you are.
Point Blank: +50% DMG to enemies within 12m, and only deal 1 DMG to enemies beyond 12m. Forces players to get very close to defeat enemies. When only 1 damage is dealt, it becomes True? damage, preventing elemental effects.
Stress Response: Enemies gain a large movement speed bonus upon taking DMG, but the bonus will decay quickly.
Damage Resistance: When keep dealing Weapon DMG or Skill DMG, the DMG dealt will decrease gradually. This effect will disappear if the other kind of DMG is dealt. Each hit of a weapon or skill (once per second) grants a stack which reduces damage of the same type by -8%, up to -80%. Damage from Ascensions, Occult Scrolls and certain Inscriptions also count as skill damage.
Ignoring Pain: 60% of the DMG an enemy takes will take effect in the next 6s instead of immediately. The enemy will be exempted from remaining DMG that hasn't taken effect, once it deals DMG to a player. Direct damage is reduced to 40%. 10% of the damage you would've done is dealt every second as True? damage, over 6 seconds. Hazards such as explosive barrels will still deal all damage instantly.
Elemental Resistance: The more types of Elemental Effects on one enemy, the less DMG it will take. Each elemental effect applied to an enemy (not fusion effects) reduces the damage they take by -15%, up to -45%.
Demonic Aura Nirvana: All enemies transform into Horsehead or Horned Beetle upon being defeated.
Adverse Reaction: -25% total damage, +1s remaining cooldown for each hit taken during main skill (primary skill) cooldown. Damage penalty is only applied when primary skill is not available. Self-damage also triggers penalty. Having at least one charge (like Energy Storage) prevents the penalty.

Anxi Desert[]

Anxi Desert Challenges
Difficulty Challenge Extra Notes
Normal Four or five separate waves of enemies, each spawning after the previous is cleared. Only 1 room exists for the entire stage. Another challenge can exist alongside this one, providing even greater challenge.
A seal must be protected at all costs. Enemies will attempt to destroy the seal. Only appears in certain vaults. A red cube appears nearby and must be protected from enemy attacks. Taking too much damage will destroy it, failing the challenge and locking the chest nearby.
Elite Guardian or Elite Invasion: Elite enemy appears. Elite enemy that appears is based on the current act. Only happens once all enemies in the room are killed (guardian), or part way through if on Nightmare difficulty or above (invasion). In Reincarnation 9 multiple elites may appear in a single event. The crystal from the additional elite(s) always contains a weapon.
All enemies become Lightning Swordsman!
Vital Strike: Increase Crit DMG; decrease all other damage! Non-critical damage is reduced by -50%.
Demonic Aura Possession: The enemy leaves a Corrosive? area after being defeated. A green orb (similar to ones used by Ichthyosaurus Offspring) will appear where the enemy died, briefly hovering before hitting the ground, creating a corrosion pool for several seconds.
Elite Demonic Aura Nirvana: All enemies transform into Desert Boar upon being defeated. Can also appear in certain vaults.
? All enemies become Bandit Tactician!
Emergency Heal: After monsters are injured, 60% (80% in Reincarnation 9) of DMG taken to HP? will be recovered over 4s. Also recovers Health? from damage taken to Shields? or Armor?.
Selfless Dedication: Monster will cure other monsters around based on lost HP. Enemies will heal other nearby enemies based on their own missing Health?.
Vulnerable Shield: Decrease movement speed for a short time whenever your Shields?/ Armor? breaks. Decreases movement speed by up to -90% for 3 seconds. Effect is negated by Snow Boots.
Quicksand Trap: Traps will be spawned beneath the hero once in a while. Every 4 seconds an indicator will appear below the player. After 2 seconds a sand trap will spawn, dealing constant low damage to anything caught in it and slowing them down. Each sand trap lasts for 4 seconds before disappearing.
Corrosion Backfire: Trigger slow-down effect once getting close to the monster. All enemies get a green aura that surrounds them, slowing any player within the aura.
Glazed Barrier: Monsters are shielded and are immune to damage and all other negative effects. Shields break 1s after being hit!
Second Wind: Delay monster's death time when it is killed. Enemies continue to fight for 3 seconds after their Health? reaches 0, similar to Immortal enemies. Unlike Immortal enemies however, on-kill effects do not apply until the enemy dies.
Demonic Aura Nirvana: All enemies transform into Desert Worm upon being defeated. These Desert Worms have fewer total health than standard ones.
Reincarnation Level 8 and 9 Elite Gathering: Innumerable elite monsters are coming! 2 to 5 elites appear, based on player count. Always rewards a Goblet and legendary scroll. Common enemies do not spawn.

If Royal Guard or Mysterious Jokul is active, this event will be guaranteed to happen at end of stage but not anywhere else.
Demonic Aura Diffusion: Weapons won't trigger Burning?/ Shock?/ Decay? in this area. The limited effect will be changed upon using Dash. Only prevents 1 elemental effect at any time. Element share(full text) can still apply the effect from the other weapon. Skills are unaffected and can still apply the disabled effect.
Jungle of Thorns: Increase hero's movement speed, but take DMG equivalent to 10% of your total HP upon using Dash. Damage taken is based on current Health? and Shields?/ Armor?, dealing less damage the more injured you are.
Point Blank: +50% DMG to enemies within 12m, and only deal 1 DMG to enemies beyond 12m. Forces players to get very close to defeat enemies. When only 1 damage is dealt, it becomes True? damage, preventing elemental effects.
Stress Response: Enemies gain a large movement speed bonus upon taking DMG, but the bonus will decay quickly.
Damage Resistance: When keep dealing Weapon DMG or Skill DMG, the DMG dealt will decrease gradually. This effect will disappear if the other kind of DMG is dealt. Each hit of a weapon or skill (once per second) grants a stack which reduces damage of the same type by -8%, up to -80%. Damage from Ascensions, Occult Scrolls and certain Inscriptions also count as skill damage.
Ignoring Pain: 60% of the DMG an enemy takes will take effect in the next 6s instead of immediately. The enemy will be exempted from remaining DMG that hasn't taken effect, once it deals DMG to a player. Direct damage is reduced to 40%. 10% of the damage you would've done is dealt every second as True? damage, over 6 seconds. Hazards such as explosive barrels will still deal all damage instantly.
Elemental Resistance: The more types of Elemental Effects on one enemy, the less DMG it will take. Each elemental effect applied to an enemy (not fusion effects) reduces the damage they take by -15%, up to -45%.
Back to Origin: Enemies will be {instantly defeated (Reincarnation 8) / dealt True Damage of 50% total HP (Reincarnation 9)} by a Crit Hit with Foundry. -90% DMG dealt with any other weapon. Damage reduction also applies to skills. Foundry on crit deals damage scaled with the enemy's total Health? and Shields?/ Armor? instead of 999,999. Effects that apply True? damage, including Miasma?, still deal full damage.
Demonic Aura Nirvana: All enemies transform into Dark-faced Bandit or Desert Boar upon being defeated.
Adverse Reaction: -25% total damage, +1s remaining cooldown for each hit taken during main skill (primary skill) cooldown. Damage penalty is only applied when primary skill is not available. Self-damage also triggers penalty. Having at least one charge (like Energy Storage) prevents the penalty.

Duo Fjord[]

Duo Fjord Challenges
Difficulty Challenge Extra Notes
Normal Five separate waves of enemies, each spawning after the previous is cleared. Only 1 room exists for the entire stage. Another challenge can exist alongside this one, providing even greater challenge.
A seal must be protected at all costs. Enemies will attempt to destroy the seal. Only appears in certain vaults. A red cube appears nearby and must be protected from enemy attacks. Taking too much damage will destroy it, failing the challenge and locking the chest nearby.
Elite Guardian or Elite Invasion: Elite enemy appears. Elite enemy that appears is based on the current act. Only happens once all enemies in the room are killed (guardian), or part way through if on Nightmare difficulty or above (invasion). In Reincarnation 9 multiple elites may appear in a single event. The crystal from the additional elite(s) always contains a weapon.
All enemies become Catfish Grunt!
All enemies become Catfish Warrior!
Emergency Heal: After monsters are injured, 60% of DMG taken to HP? will be recovered over 4s. Currently also recovers Health? from damage taken to Shields? or Armor?.
Demonic Aura Nirvana: All enemies transform into Fiddler Crab upon being defeated. Only appears in the third stage. Event does not seem to appear on higher difficulties, but may occur in Daily Challenges.
Demonic Aura Nirvana: All enemies transform into Exploding Lantern Spirit upon being defeated. Can also appear in certain vaults.
? Last Stand: Fewer monsters remains, stronger attributes they have. Enemies get stronger and faster the less enemies remain in the room.
Demonic Aura Possession: The enemy leaves a Corrosive? area after being defeated. A green orb (similar to ones used by Ichthyosaurus Offspring) will appear where the enemy died, briefly hovering before hitting the ground, creating a corrosion pool for several seconds.
Glazed Barrier: Monsters are shielded and are immune to damage and all other negative effects. Shields break 1s after being hit!
Second Wind: Delay monster's death time when it is killed. Enemies continue to fight for 3 seconds after their Health? reaches 0, similar to Immortal enemies. Unlike Immortal enemies however, on-kill effects do not apply until the enemy dies.
Vulnerable Shield: Decrease movement speed for a short time whenever your Shields?/ Armor? breaks. Decreases movement speed by up to -90% for 3 seconds. Effect is negated by Snow Boots.
Reincarnation Level 8 and 9 Elite Gathering: Innumerable elite monsters are coming! 2 to 5 elites appear, based on player count. Always rewards a Goblet and legendary scroll. Common enemies do not spawn.

If Royal Guard or Mysterious Jokul is active, this event will be guaranteed to happen at end of stage but not anywhere else.
Demonic Aura Diffusion: All enemies become Nihilation Monk!
Fully Armed: Enemies have become enhanced! Players gain [Copycat] temporarily! All enemies will have the same primary enhancement. For example, all enemies will be Immortal. If the player does not have Copycat, any buffs gained will end instantly when the challenge is completed.
Stress Response: Enemies gain a large movement speed bonus upon taking DMG, but the bonus will decay quickly.
Jungle of Thorns: Increase hero's movement speed, but take DMG equivalent to 10% of your total HP upon using Dash. Damage taken is based on current Health? and Shields?/ Armor?, dealing less damage the more injured you are.
Damage Resistance: When keep dealing Weapon DMG or Skill DMG, the DMG dealt will decrease gradually. This effect will disappear if the other kind of DMG is dealt. Each hit of a weapon or skill (once per second) grants a stack which reduces damage of the same type by -8%, up to -80%. Damage from Ascensions, Occult Scrolls and certain Inscriptions also count as skill damage.
Ignoring Pain: 60% of the DMG an enemy takes will take effect in the next 6s instead of immediately. The enemy will be exempted from remaining DMG that hasn't taken effect, once it deals DMG to a player. Direct damage is reduced to 40%. 10% of the damage you would've done is dealt every second as True? damage, over 6 seconds. Hazards such as explosive barrels will still deal all damage instantly.
Elemental Resistance: The more types of Elemental Effects on one enemy, the less DMG it will take. Each elemental effect applied to an enemy (not fusion effects) reduces the damage they take by -15%, up to -45%.
Back to Origin: Enemies will be {instantly defeated (Reincarnation 8) / dealt True Damage of 50% total HP (Reincarnation 9)} by a Crit Hit with Foundry. -90% DMG dealt with any other weapon. Damage reduction also applies to skills. Foundry on crit deals damage scaled with the enemy's total Health? and Shields?/ Armor? instead of 999,999. Effects that apply True? damage, including Miasma?, still deal full damage.
Demonic Aura Diffusion: Weapons won't trigger Burning?/ Shock?/ Decay? in this area. The limited effect will be changed upon using Dash. Only prevents 1 elemental effect at any time. Element share(full text) can still apply the effect from the other weapon. Skills are unaffected and can still apply the disabled effect.
Demonic Aura Nirvana: All enemies transform into White Shark or Exploding Lantern Spirit upon being defeated. Exploding Lantern Spirits summoned by Corrupt Monks do not transform into another enemy.
Adverse Reaction: -25% total damage, +1s remaining cooldown for each hit taken during main skill (primary skill) cooldown. Damage penalty is only applied when primary skill is not available. Self-damage also triggers penalty. Having at least one charge (like Energy Storage) prevents the penalty.
Elemental Decay: When dealing elemental damage, -25% total damage if the enemy's defense type has a reducion against the element. Does not affect normal and true damage.
Reincarnation Level 9 Point Blank: +20% DMG to enemies within 12m, and only deal 1 DMG to enemies beyond 12m. Forces players to get very close to defeat enemies. When only 1 damage is dealt, it becomes True? damage, preventing elemental effects.

Hyperborean Jokul[]

Hyperborean Jokul Challenges
Difficulty Challenge Extra Notes
Normal Elite Guardian or Elite Invasion: Elite enemy appears. Elite enemy that appears is based on the current act. Only happens once all enemies in the room are killed (guardian), or part way through if on Nightmare difficulty or above (invasion). In Reincarnation 9 multiple elites may appear in a single event. The crystal from the additional elite(s) always contains a weapon.
Glazed Barrier: Monsters are shielded and are immune to damage and all other negative effects. Shields break 1s after being hit!
Demonic Aura Nirvana: All enemies transform into Arctic Walrus upon being defeated. Only appears in second stage. Can also appear in certain vaults.
? Vulnerable Shield: Decrease movement speed for a short time whenever your Shields?/ Armor? breaks. Decreases movement speed by up to -90% for 3 seconds. Effect is negated by Snow Boots.
Demonic Aura Possession: The enemy explodes after being defeated. Enemies cause an Explosion? upon death, dealing damage to nearby players.
Last Stand: Fewer monsters remains, stronger attributes they have. Enemies get stronger and faster the less enemies remain in the room.
Second Wind: Delay monster's death time when it is killed. Enemies continue to fight for 3 seconds after their Health? reaches 0, similar to Immortal enemies. Unlike Immortal enemies however, on-kill effects do not apply until the enemy dies.
Corrosion Backfire: Trigger slow-down effect once getting close to the monster. All enemies get a green aura that surrounds them, slowing any player within the aura.
Vital Strike: Increase Crit DMG; decrease all other damage! Non-critical damage is reduced by -50%.
Reincarnation Level 8 and 9 Elite Gathering: Innumerable elite monsters are coming! 2 to 5 elites appear, based on player count. Always rewards a Goblet and legendary scroll. Common enemies do not spawn.

If Royal Guard or Mysterious Jokul is active, this event will be guaranteed to happen at end of stage but not anywhere else.
Fully Armed: Enemies have become enhanced! Players gain [Copycat] temporarily! All enemies will have the same primary enhancement. For example, all enemies will be Immortal. If the player does not have Copycat, any buffs gained will end instantly when the challenge is completed.
Jungle of Thorns: Increase hero's movement speed, but take DMG equivalent to 10% of your total HP upon using Dash. Damage taken is based on current Health? and Shields?/ Armor?, dealing less damage the more injured you are.
Damage Resistance: When keep dealing Weapon DMG or Skill DMG, the DMG dealt will decrease gradually. This effect will disappear if the other kind of DMG is dealt. Each hit of a weapon or skill (once per second) grants a stack which reduces damage of the same type by -8%, up to -80%. Damage from Ascensions, Occult Scrolls and certain Inscriptions also count as skill damage.
Elemental Resistance: The more types of Elemental Effects on one enemy, the less DMG it will take. Each elemental effect applied to an enemy (not fusion effects) reduces the damage they take by -15%, up to -45%.
Back to Origin: Enemies will be {instantly defeated (Reincarnation 8) / dealt True Damage of 50% total HP (Reincarnation 9)} by a Crit Hit with Foundry. -90% DMG dealt with any other weapon. Damage reduction also applies to skills. Foundry on crit deals damage scaled with the enemy's total Health? and Shields?/ Armor? instead of 999,999. Effects that apply True? damage, including Miasma?, still deal full damage.
Demonic Aura Diffusion: Weapons won't trigger Burning?/ Shock?/ Decay? in this area. The limited effect will be changed upon using Dash. Only prevents 1 elemental effect at any time. Element share(full text) can still apply the effect from the other weapon. Skills are unaffected and can still apply the disabled effect.
Demonic Aura Nirvana: All enemies transform into Mountain Guard or Arctic Walrus upon being defeated.
Adverse Reaction: -25% total damage, +1s remaining cooldown for each hit taken during main skill (primary skill) cooldown. Damage penalty is only applied when primary skill is not available. Self-damage also triggers penalty. Having at least one charge (like Energy Storage) prevents the penalty.
Elemental Decay: When dealing elemental damage, -25% total damage if the enemy's defense type has a reducion against the element. Does not affect normal and true damage.
Reincarnation Level 9 Emergency Drill: +200% Rescue time, +100% Down time Only available in multiplayer.

Spiritual Assault[]

Spiritual Assault Challenges
Challenge Extra Notes
Dragon Treasure: A Dragon Qian spawns that runs around the map. Defeat it to win the challenge. Event lasts for 100 seconds. Dragon Qian is marked with a golden icon of its face on the screen, and a gold dot on the minimap, letting you track it down more easily.
Dragon Hunt: Multiple Dragon Qian spawn and run around the map. Defeat a certain amount of them to win the challenge. Event lasts for 100 seconds. Each Dragon Qian is marked with a golden circle on the screen, and a gold swirl on the minimap, letting you track them down more easily.
Treasure Hunt: Multiple circle zones appear around the map. Players must stand inside zones for several seconds to reveal if it contains the treasure or not. Event lasts for 100 seconds. Each zone is marked with a white circle on the screen. If the treasure is not found, the zone disappears and you must find another one. All zones disappear when the treasure is found. In multiplayer, having more players in a same circle can speed up the searching progress.