Gunfire Reborn Wiki
This is an image of an Argus with one of each type of inscription on it.

An Argus with each inscription type. From top to bottom: Gemini, Exclusive, Rare, Normal, Normal

Inscriptions are random modifiers of weapon stats and effects. There are 4 types of inscriptions: Normal, Rare, Exclusive, and Gemini. Gemini and Exclusive Inscriptions do not appear until the respective talents are acquired.

The Legendary Craftsman talent allows a Craftsman to etch 1 additional inscription onto each weapon.

Normal Inscriptions[]

Normal Inscriptions appear on almost any weapon except for the Foundry. Even the weapons in the initial chest at the start of Longling Tomb will have normal inscriptions. They commonly modify the weapon's core stats, namely damage, rate of fire, magazine, critical damage, reload time and accuracy.

List of normal inscriptions is shown below.

List of Normal Inscriptions Edit
Inscription Comments
+0.4x CritX. Increases critical damage. Bonus CritX is shared with CritX share(full text).
Magazine Capacity +60%. Rounds up. See Magazine. Bonus magazine capacity is shared with Magazine share(full text).
+100% Magazine Capacity, +30% Reload Time. Optimal on weapons with low reload speed like Rifles and Submachine Guns. Bonus magazine capacity is shared with Magazine share(full text).
RoF +25%. See Rate of Fire.
-40% Reload Time. See Reload Time.
-55% Reload Time when ammo in the magazine is less than 50%. See Reload Time.
Lucky Shot Chance +20%. See Lucky Shot.
Lucky Shot Chance +40%, RoF -10%. See Lucky Shot.
Accuracy +80%, Stability +80% Highly useful for Rifles, Shotguns and Submachine Guns.
+100% Effective Range, +100% Accuracy Highly useful for both Shotguns and Rifles.
+100% Effective Range, +100% Stability Highly useful for both Rifles and Submachine Guns.
+20% chance to gain one more projectile. Every 5 shots, you will shoot 2 projectiles instead of 1.
+100% projectile speed, +15% Lucky Shot Chance. See Lucky Shot.
Piercing +1, Projectile Speed +100%. Allows shots to pierce enemies and hit enemies behind them, dealing damage to both.
+50% total weapon DMG against enemies in Burning/Shock/Decay effect. Each inscription only applies for one elemental effect. Damage is multiplicative, including with other similar effects.
+80% Weapon DMG for the 2 shots after reloading. Increases base damage. Only applied to the first shots after a reload, not when the magazine is full. Useless on Infinite? magazines.
+3% basic Weapon DMG of the next magazine for each 10% hit rate of current magazine.
Each hit gains +3% weapon base DMG for 5s (up to 15 stacks), but you will lose 1 stack on a miss.
50% chance to cause an explosion that deals Corrosion DMG when killing an enemy. Explosion deals 100% of the weapon's damage. Effect receives bonuses from skill damage.
+50% RoF for 5s after killing an enemy See Rate of Fire.
50% chance to fill magazine instantly when killing an enemy Allows for Infinite? magazine depending on weapon.
Recover 1 ammo to magazine when triggering Elemental Effect. Only applies to Elemental weapons. Highly effective with Elemental Weave.
-20% Explosion AoE, +40% RoF and -40% Reload Time. Only applies to weapons which cause Explosions?. Improves single target usage.
Explosion AoE +2m, Lucky Shot Chance +15% Only applies to weapons which cause Explosions?. Improves multi target usage.
Hitting 3 enemies in a single shot restores 1 ammo which +30% base DMG to the magazine. Only applies to weapons which cause Explosions?. Only effective if the weapon has more than 1 magazine.
After waiting for 1 second in scope, first shot's CritX +2.0x. Only applies to Snipers with a scope. See Crit. Only applies to 1 shot, requiring unscoping and rescoping for each shot.
When scope is off, weapon accuracy +60%. When scope is on, weapon stability +150%. Only appears on weapons with a scope and is highly useful.
Refill 1 ammo to the magazine after hitting more than 2 enemies. Only appears on Melee Weapons.
+25% Attack Speed. Only appears on Melee Weapons. Equivalent to +25% RoF inscription.
+80% Weapon base DMG to the first attack after reloading. Only appears on Melee Weapons. Similar to another inscription.
Double elemental effect chance on the next hit after killing an enemy. Only appears on Melee Weapons.
Recover consumed ammo to reserve ammo on miss. Only appears on Melee Weapons.
+30% lucky shot chance, -25% elemental effect chance. Only appears on Melee Weapons. Downside is somewhat manageable due to high elemental effect chance on melee weapons.

Reduced elemental effect chance is shared with Element share(full text), however it only applies to the weapon the inscription is on. The other weapon's chance is not decreased.
Drop ammo for current weapon when killing enemies with burning effect. Only appears on Fire Tower. Additional ammo pickups recover 2 instead of 8 normally.
+30% weapon energy cap, +20% chance for an extra projectile. Only appears on Staves.
+30% hero skill DMG during weapon skill activation. Only appears on Staves.
During non-weapon skills, weapon skill restores 30% energy cap for every 5 times of hero skill hit. Only appears on Staves.
+50% Lucky Shot chance for next shot after killing an enemy. Only appears on Staves. Similar to another inscription.

Rare Inscriptions[]

Rare Inscriptions may apply different effects to weapon projectiles in addition to altering weapon stats like normal inscriptions. Most significant is the change of damage type, which allows the weapon to be affected by a great number of scrolls and ascensions.

List of rare inscriptions is shown below.

List of Rare Inscriptions Edit
Inscription Comments
DMG type converts into Fire/Lightning/Corrosion DMG Only appears on Non-elemental weapons, and never on elemental ones. Does not make these weapons eligible of having other inscriptions exclusive to elemental weapons (like +100% Elemental Effect Chance of this weapon).
When reloading right after defeating an enemy, -50% Reload Time and retain the remaining ammo as additional magazine capacity. The more remaining ammo, the higher the base weapon damage. Leftover ammo can increase magazine capacity and base damage by up to +100% (base damage equal to +6.67 levels). Affects the other weapon with Magazine share(full text), but cannot be used to increase the magazine capacity of the other weapon more than normal.

Non-reload refills (like Skateboarder) will use the actual magazine value since last reload. (i.e. An Argus without other magazine inscriptions has 15/8 since last reload, then dashing will refill to 15.)
+1.2x CritX, RoF -10%. See critical and rate of fire. Bonus CritX is shared with CritX share(full text).
+3.0 CritX to the first shot after reload. See critical. Very effective for weapons with low reload time and high accuracy.
+40% base weapon DMG, -50% Accuracy. Increases base damage, equivalent to +2.67 weapon level. Best used on weapons with low CritX such as Injectors.
+40% total weapon DMG against elites and bosses. Damage is multiplicative.
Projectile +0.2 for every enemy killed (resets after reload). Also resets when swapping weapons. Extremely powerful when used with an Infinite? magazine. Caps at +2 projectiles (10 kills).
When the magazine is more than 50% full, RoF +50%, and +20% chance to gain one more projectile. Highly effective in combination with Infinite? magazine. Cannot appear on weapons with instantly refilling magazines.
There's a 25% chance to kill a normal enemy instantly on a crit hit. Only applies to certain Snipers. Triggers an Instant Kill?.
+1.0x CritX for next shot and drops ammo for current weapon when defeating an enemy with crit hit. Ammo boxes have 90 ammo inside, regardless of what type it is. Most useful for Special Ammo, which has low reserves.
+0.4x CritX for 4s when make 4 Crit in 1s (bonus can stack) Very useful for weapons with high rate of fire.
+0.2x CritX on each Crit Hit. (Up to +4.0x and will be reset on a normal hit/miss) Effective for accurate weapons like Injector. Reset when swapped to a different weapon.
+10% RoF for 2s on a crit hit. (Up to +100%)
Return ammo to the magazine on miss. Useful for Rifles, effectively extending magazine because of their low accuracy. If magazine is refilled by other means, ammo will return to reserve instead.
+10% Lucky Shot Chance for every 10% ammo consumed in the total magazine capacity (Up to 100%, resets on reload or weapon switch). Most effective if the magazine is refilled gradually without reloading, e.g. with Against the Flow.
+150% Lucky Shot chance for next two shots after 3 consecutive critical hits.
+100% base weapon DMG on next hit after making Crit Hit 2 times in a row. Increases base damage, equivalent to +6.67 weapon levels.
Lucky Shot Chance +50%, Stability -50%. See Lucky Shot. Stability doubles weapon kickback for rapid-fire weapons.
+50% Lucky Shot Chance for next shot after killing an enemy. See Lucky Shot. Effective for Snipers and Launchers.
+100% Elemental Effect Chance of this weapon. Only applies to Elemental weapons except Melee Weapons. See Elemental Effect. Additive with other similar bonuses.

Bonus elemental effect chance is shared with Element share(full text), however it only applies to the weapon the inscription is on. The other weapon's chance is not increased.
+50% Elemental Effect Chance on Crit Hit Only applies to Elemental weapons. Critical hits have additional 50% chance to inflict an elemental effect. Example, 10% chance becomes 60%, making it extremely effective with weapons with low base chance.
Weapon's Elemental Effect Chance will increase 50% of its base chance for each enemy hit by the hero (up to 500% of its base chance, resets on inflicting an elemental effect). Only applies to Elemental weapons. Stacks up to 10 times, increasing base elemental effect chance by up to +500%. Example, 10% chance becomes up to 60%.
When triggering Elemental Effect, spread it to all enemies with 8m. Only applies to Elemental weapons. Applies to all elemental effects inflicted by the weapon, including ones from Element share(full text).
Projectile +1 for next shot when hitting 3 targets in a single shot. Only applies to weapons which cause Explosions?. Does not consume additional ammo. Must hit 3 different enemies, not cause 3 hits.
Create a bullet to chase nearest enemy on Crit Hit. Only applies to Shotguns. Triggers on each projectile making a crit.
+10% Lucky Shot Chance but -10% Accuracy briefly on each kill. (Up to 10 stacks). Only applies to Shotguns. Lasts for 10 seconds, refreshing for every new kill.
+35% weapon DMG against enemies within 8 meters, but -50% effective range. Only applies to Shotguns. Effective with poor accuracy.
+10% weapon base DMG upon hitting an enemy. (Up to +200%, resets on a miss.) Only applies to Snipers.
Killing an enemy with a critical hit deals the weapon's basic damage to enemies within 10m. Only applies to Snipers. The spread damage does not benefit from CritX multiplier and all other effects.
+0.8x CritX for 1.5s after using the scope. Only applies to Snipers with a scope. Applies to all shots during the 1.5s, even when unscoped.
When scope is on for 0.5s, hits deal Crit DMG. Only applies to Snipers with a scope. Also highlights enemies, even through walls. The shots are treated as if they hit weak spot, so they trigger things like "When killing an enemy with a Crit Hit, apply the damage to all other enemies within 10m." inscription above or Lei Luo's Lightning From Void.
When scope is on, continuously increase weapon DMG (up to 100%). Only applies to Snipers with a scope. Increases base damage, equivalent to up to +6.67 weapon level. The crosshair gains a pair of curves indicating the damage bonus.
+50% total weapon DMG against enemies in Burning/Shock/Decay effect. Only applies to Melee Weapon. Each inscription only applies for one elemental effect. Damage is multiplicative, including with other similar effects.
+50% weapon DMG when attacking BOSS or Elite Monsters. Only applies to Melee Weapons. Similar to another inscription.
+50% Attack Speed for 5s after killing the enemy. Only applies to Melee Weapons. See Rate of Fire.
After killing the enemy, +50% Lucky Shot Chance for the next hit. Only applies to Melee Weapons. Exactly the same as another inscription.
When attacking enemies within 10m, +35% Final Weapon DMG; When attacking enemies beyond 10m, +30% Lucky Shot. Only appears on Staves.
+50% lucky shot chance when not using weapon skills. Only appears on Staves.
Weapon's Elemental Effect chance will increase 50% of its base chance for each enemy hit by the hero (up to 500% of its base chance, resets on miss). Only appears on Staves. Similar to another inscription.
+25% Final Weapon DMG for each enemy within 8m (up to 100%). Only appears on Staves. Caps at 4 enemies.
+30% lucky shot chance for 6s after using primary or secondary skill (up to 5 stacks). Only appears on Staves. Caps at +150% Lucky Shot Chance.
+100% Projectile speed, +30% Weapon DMG. Only appears on Staves.
+20% lucky shot chance each defeat/assist within 15s after using weapon skill, up to +100%. Only appears on Staves. Caps at 5 kills.
25% chance to generate a sticky ball on the enemy upon dealing DMG. Sticky balls deal DMG every 0.5s for 3s (CD: 0.5s). Only appears on Staves. Sticky balls deal True? damage based on 50% of the hit that triggered it, total of 300% damage.
+80% Base Weapon DMG of next hit for every 2 consecutive Lucky Shots. Only appears on Staves. Increases base damage, equivalent to +5.33 weapon levels.
+20% Weapon DMG for each enemy hit by hero skill (up to 100%, resets if hero skill misses) Only appears on Staves. Caps at 5 hits.
During weapon skill duration, base Weapon DMG will continuously increase (+10% Weapon DMG per second, up to 100%) Only appears on Staves. Caps at 10 seconds. Increases base damage, equivalent to up to +6.67 weapon levels.

Exclusive Inscriptions[]

Exclusive Inscriptions require the Exclusive Inscription talent to appear on weapons naturally, with the amount a weapon can have being limited by the talent's level, up to 3. They may be more powerful versions of normal or rare inscriptions or apply powerful special effects. Many exclusive inscriptions drastically alter weapon handling and therefore only appear on certain weapon types.

List of exclusive inscriptions that are shared between many weapons is shown below.

List of Exclusive Inscriptions which appear on multiple weapons Edit
Weapon Inscription Comments
Any +65% total weapon DMG against enemies in Elemental Effect. See Elemental Effect. Damage is multiplicative, including with other similar effects. Damage bonus remains the same regardless of number of elemental effects the enemy has.
Any elemental weapon Increase total weapon DMG by 15% (Up to 150%) for 6s whenever triggering an elemental effect. Highly effective with weapons that have high elemental effect chance or rate of fire.
Any except Shotguns +10% Lucky Shot Chance for 3s whenever hit an enemy (up to 150%). See Lucky Shot. Refreshes the duration on hit. Very useful for weapons with high rate of fire.
Weapons with 2 or more base projectiles Each Projectile hit on an enemy +1.2% basic Weapon DMG for 3s (up to 120%). Requires 100 hits to reach the maximum bonus, equivalent to +8 weapon levels. Most effective on Shotguns.
Most Rifles and SMGs After killing 5 enemies, bullets will home in on nearby enemies' weak points with +1.0x CritX for 10s. Bullets will home in on enemy weak spots, giving them a high chance to deal critical hits.
Rifles, Pistols and
some Snipers
80% chance to create a corrosion ball on a crit hit. Drifts slowly through the air to deal Corrosion? damage to one enemy at any range. Deals 500% weapon base damage, and is affected by skill damage, elemental damage and corrosion damage bonuses.
80% chance to create a fire ball on a crit hit. Falls on the ground in place and detonates after about a second, dealing Fire? area damage once. Deals 500% weapon base damage, and is affected by skill damage, elemental damage and fire damage bonuses.
80% chance to create a lightning ball on a crit hit. Hovers in the air, repeatedly dealing Lightning? damage to nearby enemies. Very reliable in inflicting Shock?. Deals 50% weapon base damage 10 times, and is affected by skill damage, elemental damage and lightning damage bonuses.
Any weapon with a scope Scope in to mark two enemies by aiming at them. Shooting anywhere deals additional crit DMG to marked enemies. The automatic crits instantly hit marked enemies, trigger effects from other inscriptions. Damage is based off the weapon's base damage, it's CritX and any skill damage bonuses. It is not boosted by weapon damage bonuses or lucky shots.

The damage done by this inscription happens in addition to the regular weapon damage, and the marked targets suffer it regardless of whether you hit them or any other enemy.
Launchers and certain Explosive? weapons Double the projectile for next shot when hitting 2 targets in a single shot. Must hit 2 different enemies, not cause 2 hits. Actually grants +1 projectiles instead of double.
Melee Weapons There is a 30% chance to deal DMG twice and a 20% chance to deal DMG 3 times when only one enemy is within 3m. Useful against single strong enemies, elites and bosses.
+50% weapon DMG if there are more than 1 enemy within 5m. Useful against groups of enemies. Damage is multiplicative, however the player needs to be above the enemies for the effect to activate.
After killing the enemy, +30% movement speed for 5s and +100% Lucky Shot Chance for next hit. Effective when repeatedly killing weaker enemies.
Most Weapons with 10 or less magazine and 1 ammo consumption, except Pistols and Dragon Breath Magazine Capacity becomes 2. When the first shot kills the enemy, recovers 1 ammo to the magazine. Otherwise, +200% Lucky Shot Chance to the second shot. See Lucky Shot. Returns 1 ammo on kill if ammo in the magazine is 2 and will grant +200% Lucky Shot Chance if the ammo in the magazine is 1, regardless of previous shots fired or ammo consumed. Cannot coexist with other magazine inscriptions like Magazine share(full text).
Weapons with 1-2 base projectiles, except Injectors and Melee Weapons Projectiles +1, Consumption +100% Effect counts ammo cost and is additive with other effects. Effectively doubles rate of fire. Weapons with Infinite? magazine capacity or not needed to reload instead receive double damage output.
Staves +50% total DMG to enemies hit by hero skills within 5s.

Weapon-specific Exclusive Inscriptions[]

Weapon-specific Exclusive Inscriptions appear only on their specific weapon type. All weapons have at least one exclusive inscription. They may negate weaknesses, add new effects, modify its Weapon Skill? or simply add damage boosts for accurate shooters.

List of exclusive inscriptions restricted to only 1 weapon is shown below.

List of Weapon-specific Exclusive Inscriptions Edit
Weapon Inscription Comments
Angelic Aura +100% Lucky Shot Chance for 6s when hitting enemies 10 times within 1s. (Hits do not count during the bonus) See Lucky Shot. Requires hitting at least 50% of your shots within 1 second to activate (less with higher RoF). Duration does not refresh while the bonus is active.
Arc Light Inflict 1 extra lightning when hitting the enemy. Up to doubles the rate at which you gain stacks and increasing damage output by up to +50%.
Argus +200% Effective Range; +1 Piercing. +100% Shot Speed. Allows the weapon to be used like a Sniper, since it has high accuracy.
Generate a spirit upon your first hit on an enemy. The spirit will deal DMG to the enemies in a line when you hit a random enemy. Summon a bird spirit which will swoop to another target being hit within 3 seconds, while damaging anything in the path.
Aura of Venom Hitting an enemy up 10% weapon DMG for 2s (Up to +150%). It can be refreshed indefinitely by reducing its reload time.
Big Hippo RoF +50%. Accuracy and Stability +100%. Allows the weapon to consistently hit weak spots, massively increasing damage output.
Bloody Drill Hits on a bleeding enemy gain +50% DMG Dealt. Effective when repeatedly hitting the same enemy.
The farther the enemy you hit, the higher the bleeding damage. Effective with Long Shot.
Bone Dragon Traction raises, +100% total DMG to enemies drew to the center of Gravity projectile. Singularities draw in enemies faster than normal. Damage applies to enemies within 1 meter from the central point.
Brick +5s duration of Starlight staying on the ground. For every 1s before Starlight disappearing when you pick it up, +15% basic Weapon DMG on next hit each second.
The effect of starlight is permanent and picking up a Starlight +0.1x CritX (up to +2x).
Cavalry Grants +0.5x CritX and guarantees crit hits for a short time when all three shots deal crit hits. More consistent with increases to Stability.
Clawspray -50% movement speed of enemies hit by water column or water jet and +100% Crit hit DMG taken.
+100% Bubble expansion speed and total explosion DMG.
Launch high-pressure water jet, +60% RoF.
Cloud Weaver +1.0x CritX and trigger an extra 30% DMG when dealing DMG to enemies have been hit by Cloud Weaver. Reset after reloading.
Increases the DMG to the same target by 20% for every attack (Up to 100%).
Concealed Ammo When your weapon skills hit an enemy, resume half of the ammo spent to reserves and increase your next Weapon Skill damage by 30%. Refers to its Weapon Skill?'s Explosion?.
+30% weapon DMG, when using the weapon skill, every 6 bullets in the magazine will cause one more explosion Very powerful with increases to magazine.
Crane Chant +25% total DMG and +10% AoE for each hit by shadow crane, up to 4 times.
+1 Weapon Resource recovery when firing. Additionally fires 3 blossoms.
Crimson Firescale Reduces the skill cost to 3 firescale bombs and the weapon shoots even more fireballs. Affects Weapon Skill? only.
Deafening Mortar There is a 30% chance to consume 0 ammo when shooting. If no ammo is consumed, +100% total DMG for the next shot. Allows multiple shots without immediately reloading.
Weapon skill consumes all magazine ammo and fires more mortar shells Fires a shell for every ammo consumed at once, at the same rate as normal. Large magazines cause it to fire for a long time. Useless without magazine capacity bonuses.
Demonlore Every crit buff stack adds additional 1% Lucky Shot Chance and 5% Stability. Can stack up to 99 times for +99% Lucky Shot and 495% Stability.
Reloading halves the crit buff stacks. Keeps up to 30 stacks at perfect accuracy, resulting in a 2.2x damage boost.
+50% magazine capacity, and reloading grants stacks of Weapon Base DMG bonus. The number of stacks is equal to the magazine capacity. Lose one bonus stack for every shot you fire. Changes weapon behavior to encourage frequent reloading. Does not fit with Infinite? magazine.
Double Caliber After hitting an enemy with both bullets, next shot +1.5x CritX. Bonus remains until a bullet misses.
Dragon Breath +1 stack each time the weapon is activated. +1 weapon explosion when stack is full (Up to 3 stacks, clear all the stacks if fail to charge).
Dragonchaser When the mark exists, +1.0x CritX, RoF +30%
Launch 3 marks and all shots home in on the marks in sequence Bullets will aim for the first mark, then the second, then the third while piercing enemies. Marks are cancelled from the oldest one by one.
Dual Fang Upon firing, +40% Elemental Effect Chance per second (Up to +400%) and +4% base Weapon DMG per second (up to +40%). Resets when the charge is depleted. Elemental effect chance is multiplied off the base chance, from 10% up to 50% chance. Base damage is equivalent to up to +2.66 weapon levels.
Fire Dragon Elemental Effect Chance +100%. +50% total Weapon DMG against enemies affected by Burning effect. Increases the base 20% to a 40% chance to inflict Burning?.

Bonus elemental effect chance is shared with Element share(full text), however it only applies to the weapon the inscription is on. The other weapon's chance is not increased.
Fire Tower +100% Lucky shot chance on the second-phase attack when attacking enemies with more than 50% HP. See Lucky Shot. Second-phase attack is every second melee hit within quick succession.
Flowing Light When using the weapon skill, DMG will be increased for each hit with the thrusts Increase damage of precise Weapon Skill?.
Frenzied Shark +50% DMG Dealt for every bounce the projectile made. (up to +100% DMG.) More effective in interiors, or by targeting at the ground.
The grenade will track enemies within a certain range after every bounce. Grenade DMG will not decrease after hitting enemies.
Glimmering Glimmering causes one additional explosion. Affected by Explosion?.
Golden Bow Arrows deal additional AoE damage upon hitting an enemy. Causes an Explosion?, dealing damage based on the hit's damage.
RoF +50%, Projectile speed +50%, Lucky Shot +50%. See Lucky Shot. Increases DPS by up to slightly over +50%. RoF is mostly useless, since it does not reduce charge time.
+75% Lucky Shot Chance for each 0.5s, up to 150%. Caps after 1 second.
After arrows hit enemy's weak point, generate extra arrows to attack weak points again.
Goshawk +30% weapon DMG and RoF, and -50% Charge Time with scope on. About +87% combined DPS increase. With Infinite? magazine, +131% increase.
The bullet will automatically attack the enemy's weakness. Shots will home in on nearby enemy weak spots. Shots can still miss if the weak spot if blocked.
Hell Reload two ammo at a time, +30% projectile. +20% Lucky Shot Chance in 1s after reloading.
Hexagon The shield will mark the enemy after blocking its attacks. +100% Lucky Shot Chance when dealing Weapon DMG to the marked enemy.
-50% energy cost speed during shield deployment.
Icy Spear Increase total weapon DMG by 10% for each enemy passed through; Increase final weapon DMG by extra 50% for returning ice thorns. Damage is multiplicative. Affects Weapon Skill? only.
Up 50% weapon damage, on the next shot for every ice thorn returned.
Increase total AoE over time. Damage increases up to +83% over 2 seconds, then remains at that for the last 2 seconds.
Illusion Projectiles +4, Effective Range +80%. Does not quintuple the shot, but instead adds 4 pellets for a total of 8-14.
Jet Octopus 60% chance to restore 1 unit of energy when water column hits the weak point Allows the Weapon Skill? to be fired for up to +150% duration.
-50% movement speed of enemies hit by water column and +100% Crit hit DMG taken Movement Speed reduction makes it easier to land critical hits. Only the Weapon Skill? can inflict critical hits by default.
Justice -40% weapon base damage. Fires 3 grenades with less AOE.
Laser Gloves Weapon DMG bonus for hitting the same target +100%. Doubles the damage bonus from constantly hitting the same target.
Chance to launch a little missile when shooting. Damage of missile is 100% of the weapon's damage.
Lighting Ksana Deploy a shield on yourself after dealing 2 Crit Hits with Enhanced Shots. +50% total Weapon DMG while the shield is active. Gain the same shield that you can place on other players, including recovering 2 stacks when it breaks.
Lightning Blast Any projectile going through the sphere and hitting the enemy will bounce to other enemies within a 10m range, dealing 50% weapon damage, up to 2 bounces.
Phoenix Roar +25% mark DMG each mark detonation on enemies in the domain, up to 300%.
Hitting an enemy marks another enemy within 8 meters. Bullets can shuttle between up to 5 marked enemies.
Piercing Flame +100% Weapon DMG for each enemy the ammo pierces and an additional damage is applied to all enemies it has passed through. Damage per enemy is multiplied exponentially (100% weapon damage, 200%, 400%, 800%...). Bonus is also gained when piercing enemy physical shields, such as with Horseheads.
Poisonous Ghost +100% Lucky shot chance on the next hit after hitting an enemy twice. Very effective at boosting the damage of the third hit in the slashing combo.
Weapon skill deals +45% DMG for each enemy it passes through. Deals extremely high damage when aimed at large groups.
Porcupine Each time the Weapon Skill deals damage, +10% Lucky Shot Chance for a period of time (up to 200%).
Hitting enemies with projectiles will accumulate stacks. When the stack count reaches 25, a certain amount of additional projectiles will be generated and fired at the same targets.
Prism +100% Lucky Shot Chance per ricochet. Can deal massive Lucky Shot damage in interiors. Unreliable in exterior acts.
Deals extra DMG when the projectile goes through the enemy. Weapon RoF -30%. Refers to the piercing effect. Extra damage is double the damage dealt to the enemy.
Split 3 darts after the first ricochet.
Pupil +20% Lucky Shot Chance. +1.0x CritX and +30% Lucky Shot Chance when fully charged. See Lucky Shot.
Radioactive Gauntlet Every time the Enhanced Laser is activated, +20% Lucky Shot Chance, up to 100%. Reset when Enhanced Laser ends. See Lucky Shot.
Rainbow Grants an additional beam that homes in on another enemy at 50% usual DMG. Refers to an additional damaging beam.
The farther the mark is, the higher the ray DMG toward the locked mark. Works like pseudo-sniper, dealing up to +100% multiplicative damage to marked enemies based on distance.
Rainbow Arch +15% DMG for every ammo consumed during charge Affects Weapon Skill? only.
Weapon Skill consumes all magazine ammo and deals higher DMG Weapon Skill? can charge longer and deal damage scaling to actual ammo used.
Revealer More times the enemies' Weakspot got hit, the stronger the Weakspot effect.
When hitting an enemy in the Weakspot status, +80% chance of lucky shot for this shot.
Scalpel +55% chance to gain one more projectile. Shoots about 155 Projectiles in every 100 shots.
Scorching Rounds There is a 33% chance to create a large explosion on crit hits (guaranteed to trigger after defeating an enemy with a crit hit), dealing DMG and Burning effect to nearby enemies. Causes a 5 meter area of effect centered on the enemy crit hit/killed. Effect receives bonuses from skill damage.
Explosion AoE +3m, and explosions generated by hitting a block share explosion bonus. Hitting solid objects will now also trigger the explosion.
Shrieker Piercing +1. Guarantees critical explosion DMG after piercing a weakness Allows shots to pierce through an enemy and still guarantees critical explosion damage afterwards.
For every enemy hit, increase total DMG Dealt by 25% (Up to +200%) to current attack. Damage is multiplicative. Effective when hitting barriers for the larger explosion.
Star Devourer +2% weapon DMG for each ammo in the magazine Especially effective with Infinite? magazine and capacity increases.
Star Ring Each hit on an enemy +20% total damage of the next Weapon Skill (up to 100%). Damage is multiplicative. Encourages fighting groups or keeping an enemy within the ring to increase Weapon Skill? damage.
Starfly Gain energy during weapon skill, consumption rate increases over time.
More energy consumed during weapon skill, faster RoF will be (up to 150%).
Sting Ignores normal enemy's armor, and deduct armor equivalent to 50% DMG additionally against Elite and Boss. Additional 50% damage is done to Elite or Boss enemy Armor, for a total of 150% damage.
Storm Chaser Maintaining "Accelerate" state will gradually increase the Total Weapon DMG, up to 70%. Reset when exiting "Accelerate".
For each 1% Movement Speed bonus, +1% Lucky Shot Chance (up to 120%).
Strike Wing All split arrows will go after the same target. Split arrows will now curve in an attempt to hit the same target.
A split arrow leaves a mark upon hitting an enemy. +100% Lucky Shot Chance of the split arrow if it is generated through hitting an marked enemy. Requires good enemy positioning to appropriately take advantage of.
Sunder The bullets initial split becomes 5 shots. Increases projectiles by 66%, up to 15 at long range.
+30% DMG every split. Increases damage by +60% for the final split.
Talisman Hitting the same enemy 3 times in a row with the same element triggers an elemental explosion. Deals 150% of the weapon's damage to all enemies within 4m, causing them to be knocked back similar to other Explosion? weapons.
Own different elemental properties simultaneously. Talismans fired will be of 2 different elements.
Tempest Each mark on an enemy grants +40% chance of lucky shot per hit when firing weapon skill, +30% at 3 marks.
-70% mark duration. Each marked enemy returns to players 7% energy when firing weapon skill.
Thunderclap Gloves +3m AoE Range. Enemies inflicted get hit once again at 50% usual DMG. Hits enemies in AoE range twice.
Thunder Storm The orb can penetrate enemies. +50% lightning arc DMG and +20% Target Acquisition range.
The lightning can break normal enemy's Shield and +100% final DMG of explosion.
Tiger Cannon +50% DMG on a direct hit. Damage is multiplicative.
Tracker When firing additional projectiles, there is a chance to fire 1, 2, 3, or 6 extra projectiles.
After hitting weak points 10 times, the number of shots required to fire additional projectiles is reduced by 1 for 4s.
Wheel Saw Weapon Skill breaks normal enemy's Shield/Armor and deals DMG.
Wild Hunt When firing at enemy within 5m, Lucky Shot Chance +80%. See Lucky Shot.
Wolf Gaze Defeating enemies causes an extra scatter shot. The enemies hit by the scatter shot will also receive an extra high DMG.
Woodpecker +30% Weapon DMG, +1.0x CritX, and shots do not consume ammo within 2s while using ADS. ADS (Aim Down Sight) refers to the Scope?. Allows Infinite? magazine if it's refreshed constantly.
+0.5x CritX for every crit hit within 2s of zooming in (up to +10.0x). Allows critical hits to be far more damaging, provided shots can be fired fast and accurately enough.
A mark will be generated upon Crit Hit on a normal enemy. Hitting the mark will directly defeat the enemy. Causes a swirling blue mark to randomly appear on the enemy for 2.5 seconds. Hitting it triggers an Instant Kill?. Only 1 mark can exist at a time per enemy.

Gemini Inscriptions[]

Gemini Inscriptions only activate if both equipped weapons have the same Gemini inscription. Otherwise, the inscription is inactive and has no effect. They require Gemini Inscription to appear. Weapons that are +5 or higher when dropped or have their inscriptions rerolled are guaranteed to have a Gemini inscription. Weapons that are +4 or lower will not spawn with a Gemini inscription.

With Legendary Craftsman, Gemini Inscriptions are guaranteed to be etched onto a weapon that either has 4 inscriptions or is at least level +5 (even temporarily, such as with Essence Chain and Weapon Genius). Only one of those conditions needs to be filled to receive a Gemini.

Other inscriptions and effects that permanently increase CritX, Magazine Capacity or Elemental Effect Chance for a weapon (Such as Crit Enhancement, Hawkeye Sight, Magazine +60% and Enhanced weapons) will share the boosted stat with the other weapon if the correct stat sharing Gemini is active. Effects that aren't permanent, such as +3.0 CritX to the first shot after reload or +50% Elemental Effect Chance on hit(full text) however are not shared (Unless Dual-Wielding).

Example, pairing Glimmering (10% Burning?) and Lightning Blast (20% Shock?) with Element share(full text), giving them both 10% Burning and 20% Shock. If Lightning Blast had the +100% Elemental Effect Chance of this weapon inscription, the shared effects will be changed to 10% Burning and 40% Shock.

Each weapon has a list of Gemini inscriptions that are not available on the weapons. this list is available in game at the Craftsman. Lists for all Gemini inscriptions, and what weapons can have which inscriptions is shown below.

List of Gemini Inscriptions Edit
Inscription Comments
Weapon 1 & 2 share magazine capacity. Gain 10 stacks every second while firing, and 5 stacks on hitting enemies. Every stack lasts for 10s. The maximum number of stacks is equal to the shared magazine capacity. Each stack +0.75% weapon damage.

(Xbox: Weapon 1 & 2 Magazine Capacity becomes the sum of their Magazine Capacities, and RoF +25%)
Hitting enemies does not have the 1s cooldown. Most useful for weapons which benefit from magazine, such as Tiger Cannon and Wild Hunt.
Magazine capacity is fixed at 1. +50% total Weapon DMG for 5s when reloading (Up to 150%). When basic DMG of current weapon is greater than or equal to the other one, -50% reload time; When basic DMG of current weapon is less than or equal to the other one, +70% Lucky Shot Chance. Damage bonus is multiplicative. All stacks refresh on reload, letting it remain as long as the weapon is reloaded at least once every 5s. Very effective with weapons that have low reload times, such as Scorching Rounds, Argus and Hell.

Note: Inscription does not appear on automatic weapons, weapons without reload, or weapons that would consume more than 1 ammo per attack like Flowing Light.
Weapon 1 & 2 share their elemental advantages and there's a chance to apply the elemental effect from the other weapon.

(Xbox: Weapon 1 & 2 share damage type)
Most useful with weapons of different elemental damage types, letting both weapons inflict both elemental effects.

Elemental effect chance is based on the weapon that the effect comes from (Example, 5% Shock? and 30% Decay? causes both weapons to inflict each effect at said percentage). This allows high RoF weapons (usually with low effect chance) to benefit from high effect chance of low RoF weapons.

2 elemental effects of the same type each has their own chance to apply (Example: 25% Burning? and 25% Burning? has a 37.5% chance to apply one effect and a 6.25% chance to apply both.)

When dealing damage, the highest damage bonus is chosen. (Example, Fire? and Lightning? will deal 150% to Health? and Shields? but 75% to Armor?).

Damage from Burning? and Combustion? is affected by the offhand weapon's elemental advantage/disadvantages, causing the effect to deal higher or lower damage based on the target's health type.

Non-elemental weapons can also be used, however they offer no elemental effect to the other weapon, and only grant the standard 100%/100%/75% damage to Health/Shield/Armor, respectively, if it is higher than the other weapon.

Note: Does not make a weapon eligible for certain things, such as element-specific bonuses like Pyrodominance or element-specific unlocks such as Porcupine.
Weapon 1&2 combine their CritX bonus but -50% stability.

(Xbox: Weapon 1 & 2 share a CritX bonus, but have 50% stability)
The CritX of both weapons are combined, then reduced by 2. Example: a pair with 2.5x and 4.2x will combine to get 2.5x + 4.2x - 2.0x = 4.7x.

Note: Inscription does not appear on weapons that cannot naturally crit, such as Launchers (except Shrieker) and Melee Weapons.
Plant spores on hit. The amount of spores is equivalent to on-hit Projectiles and Projectiles of the other weapon. When the amount reaches 30, deals additional Weapon DMG to the target.

(Xbox: Plant a spore when hitting an enemy; when the spores of both weapons meet, they will explode)
Each shot will apply spores based on the number of projectiles on the other weapon, plus the number of hits with the shot itself.

When 30 spores are applied, spores are removed and damage is dealt equivalent to the base damage (including projectiles) of both weapons, divided by projectiles of both weapons and finally multiplied by 20.

Example: A Wild Hunt has 80 damage and 12 projectiles (960 total) and a Scorching Rounds has 140 damage. 1100 damage total is divided by 13, then multiplied by 20 for 1692.3 base Spore damage.

If there are greater than 30 combined projectiles, remaining stacks of spore will carry over, possibly resulting in spores being triggered multiple times by a single shot.

Spores receive damage bonuses/penalties applied to the weapon, including weapon levels and inscriptions, but they cannot inflict Lucky Shots and Critical hits, or trigger special effects.

Weapons with high base damage and projectile count like Argus can be paired with rapid fire weapons to apply many spores with decently high damage.

Note: Spores only benefit from some damage bonuses. Ones that are known to not count are bonuses that affect each shot directly, such as Hail of Bullets and Preemptive Strike.

In Multiplayer, this mechanic can bug out. Depending on the weapon, there are cases where it only deals 1 spore per hit, or will deal 100 spores per bullet.
The Explosion AoE of the current weapon scales proportionally with remaining ammo in the magazine (0.8m AoE minimum). Additional explosion count is equal to the other weapon's AoE, divided by the AoE of the current weapon, rounded down. Explosion AoE is reduced based on the percentage of missing ammo from the magazine. Example, 60% ammo remaining results in 60% usual explosion AoE.

Reduction to the explosion AoE, while making it harder to hit multiple enemies, also causes more explosions to occur. This encourages weapon use at low magazine to get the most explosions per shot.
Weapon skill resource cap will be a half of the sum of both weapons' caps. Obtain 1 stack for every 5% weapon skill resource cost. +6% (up to +150%) Final Weapon DMG for each stack for 15s.
List of Available Geminis per Weapon Edit
Weapon Mag Share Element Share CritX Share Spores 1 Mag Multi Explosion Weapon Skill Share
Angelic Aura Yes Yes Yes Yes No No ?
Arc Light No Yes Yes Yes No No ?
Argus Yes Yes Yes Yes Yes No No
Aura of Venom Yes Yes Yes Yes Yes No ?
Big Hippo Yes Yes Yes Yes No No ?
Bloody Drill Yes Yes Yes Yes Yes No ?
Bone Dragon Yes Yes No Yes Yes Yes ?
Brick No Yes Yes Yes No No ?
Cavalry Yes Yes Yes Yes No No No
Cloud Weaver Yes Yes Yes Yes No No No
Concealed Ammo Yes Yes Yes Yes No Yes No
Crimson Firescale Yes Yes Yes Yes No Yes ?
Deafening Mortar Yes Yes No Yes Yes Yes ?
Demonlore Yes Yes Yes Yes No No ?
Double Caliber Yes Yes Yes Yes Yes No ?
Dragon Breath No Yes No Yes No Yes No
Dragonchaser Yes Yes Yes Yes No No ?
Dual Fang Yes Yes Yes Yes No No No
Fire Dragon Yes Yes Yes Yes No No ?
Fire Tower No Yes No Yes No Yes ?
Flowing Light Yes Yes No Yes No No ?
Frenzied Shark Yes Yes No Yes Yes Yes ?
Glimmering No Yes Yes Yes No Yes ?
Golden Bow No Yes Yes Yes No No ?
Goshawk Yes Yes Yes Yes Yes No No
Hell Yes Yes Yes Yes Yes No No
Hexagon Yes Yes Yes Yes No No ?
Icy Spear No Yes Yes Yes No No No
Illusion Yes Yes Yes Yes No No ?
Jet Octopus Yes Yes Yes Yes No No ?
Justice Yes Yes No Yes Yes Yes No
Laser Gloves Yes Yes Yes Yes No No ?
Lighting Ksana Yes Yes Yes Yes Yes No Yes
Lightning Blast Yes Yes Yes Yes No No No
Phoenix Roar No Yes No Yes No No Yes
Piercing Flame Yes Yes Yes Yes Yes No No
Poisonous Ghost Yes Yes No Yes No No ?
Porcupine Yes Yes Yes Yes Yes No No
Prism No Yes Yes Yes No No ?
Pupil Yes Yes Yes Yes Yes No ?
Radioactive Gauntlet Yes Yes Yes Yes No No ?
Rainbow Yes Yes Yes Yes No No ?
Rainbow Arch Yes Yes Yes Yes No No ?
Revealer Yes Yes Yes Yes No No No
Scalpel Yes Yes Yes Yes No No ?
Scorching Rounds No Yes Yes Yes Yes Yes ?
Shrieker Yes Yes Yes Yes Yes Yes ?
Star Devourer Yes Yes Yes Yes No No No
Star Ring Yes Yes Yes Yes No No ?
Starfly Yes Yes No Yes No No Yes
Sting Yes Yes Yes Yes No Yes No
Storm Chaser Yes Yes No Yes No No No
Strike Wing No Yes Yes Yes No No ?
Sunder Yes Yes Yes Yes Yes No ?
Talisman No Yes Yes Yes No No ?
Tempest Yes Yes No Yes Yes Yes Yes
Thunderclap Gloves Yes Yes Yes Yes No No ?
Thunder Storm Yes Yes Yes Yes Yes Yes ?
Tiger Cannon Yes Yes No Yes Yes Yes No
Tracker Yes Yes Yes Yes No No Yes
Wheel Saw Yes Yes Yes Yes Yes No ?
Wild Hunt Yes Yes Yes Yes Yes No ?
Wolf Gaze Yes Yes Yes Yes No No ?
Woodpecker Yes Yes Yes Yes Yes No ?

Modifying Existing Inscriptions[]

Weapon Inscriptions can be modified in three different ways:

  • The Craftsman always offers to randomly change an existing Gemini Inscription for Copper?. This can be done limitlessly for both weapons, allowing you to choose a set with enough money investment.
  • Peculiar chests may offer to:
    • Upgrade one randomly picked Normal inscription to a random Rare inscription. It cannot select a weapon that has no Normal inscriptions.
    • Upgrade all Normal inscriptions into random Rare inscriptions. It cannot select a weapon that has no Normal inscriptions, and usually costs more or is rarer.
    • Upgrade one randomly picked Normal or Rare inscription to a random Exclusive inscription. It cannot select a weapon that has no Normal or Rare inscriptions, or if the number of Exclusive inscriptions exceeds the maximum number allowed from the Exclusive Inscription talent. The price is usually a cursed scroll.
    • Replace all inscriptions with the same amount of random inscriptions. If the weapon is at least level +5, one of the inscriptions will be Gemini.
  • Supreme Craftsman also allows Craftsman to reroll all inscriptions.

Notes[]

  • Inscriptions that requires a kill for an effect to trigger requires the kill be made by the weapon itself. This means that Burning?, Shock?, Combustion?, Miasma? and any skills, scrolls, ascensions or blessings that deal damage will not activate the effect.