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Reincarnation is a Difficulty that can make the game extremely difficult, while also introducing several new mechanics to the game.

Upon completing Nightmare difficulty, the 1st level of Reincarnation will unlock. Completing the 1st level will unlock the 2nd, and so on. There are a total of 10 levels that can be unlocked, each one being harder than the last.

Unlocking the next level can be done by finishing the run in either Duo Fjord or Hyperborean Jokul. However failing the run at any point, even in Hyperborean Jokul, will not unlock the next difficulty.

In Multiplayer, players can join groups on a higher Reincarnation level than they have unlocked. If they complete the run, they will unlock all previous levels and difficulties they do not have, as well as the next one if any.

This means that completing a Reincarnation 9 will unlock all difficulties, including Elite and Nightmare.

Changes[]

There are a number of changes compared to other difficulties.

  • Spiritual Remnant will appear at the start of each act. They offer 1 of 3 spiritual blessings that can be purchased with Soul Essence?.
  • Phantom Peddler will randomly appear in stages, similar to the Peddler or Craftsman. They offer 3 enhanced weapons and 1 enhanced scroll that can be purchased with Soul Essence?.
  • Enemy Health?, Shields?/ Armor? and damage is even higher, based on the Reincarnation level and act.
  • Normal enemies have higher chance to drop Soul Essence?, based on the Reincarnation level. Elite enemies and bosses are unaffected.
  • All Soul Essence? costs are reduced based on difficulty level. Starting at -45% discount and dropping by 5% each level, up to -10% at level 8. Level 9 gets no discount.
  • Bizarre Dream can be enabled to gain even more effects.
Modifier Lv.1 Lv.2 Lv.3 Lv.4 Lv.5 Lv.6 Lv.7 above
Act 1 Health? 2.9x 3.4x 3.9x 4.4x 4.9x 5.4x 5.9x
Act 2 Health? 3.4x 4.4x 5.4x 6.4x 7.4x 8.4x 9.4x
Act 3 Health? 4.0x 5.6x 7.2x 8.8x 10.4x 12.0x 13.6x
Act 4 Health? 4.0x 5.6x 7.2x 8.8x 10.4x 12.0x 13.6x
Act 4 Health? with
Mysterious Jokul active
4.5x 6.6x 8.7x 10.8x 12.9x 15.0x 17.1x
Act 1 Damage 2.1x 2.4x 2.7x 3.0x 3.3x 3.6x 3.9x
Act 2 Damage 2.0x 2.2x 2.4x 2.6x 2.8x 3.0x 3.2x
Act 3 Damage 2.02x 2.24x 2.46x 2.68x 2.90x 3.12x 3.34x
Act 4 Damage 2.02x 2.24x 2.46x 2.68x 2.90x 3.12x 3.34x
Soul Essence? from normal enemies 1.25x 1.30x 1.35x 1.40x 1.45x 1.50x 1.55x

Reincarnation 8[]

Reincarnation 8 doesn't increase enemy stats compared to Reincarnation 7, instead adding more changes to gameplay compared to previous Reincarnation levels.

  • Multiple challenge events can appear in each act, and even multiple times per stage. Only 1 challenge event per act can drop a scroll and bun. Every other challenge event will only drop a bun.
  • Boss stages will always have a challenge event.
  • Each challenge event completed will grant an extra 10? soul essence.
  • Various incredibly dangerous challenge events can appear, making certain rooms significantly harder.

List of Reincarnation 8 challenges is shown below.

Reincarnation 8 Challenges
Found In Challenge Extra Notes
Longling Tomb Demonic Aura Nirvana: All enemies transform into Horsehead or Horned Beetle upon being defeated.
Anxi Desert Demonic Aura Nirvana: All enemies transform into Dark-faced Bandit or Desert Boar upon being defeated.
Attacks from monsters always trigger Elemental Effects! After using Dash/Primary Skill or defeating enemies, all Elemental Effects you receive will be removed and you gain immunity to all Elemental Effects for 1s!
Duo Fjord Demonic Aura Nirvana: All enemies transform into White Shark or Exploding Lantern Spirit upon being defeated.
Demonic Aura Diffusion: All enemies become Nihilation Monk!
Hyperborean Jokul Demonic Aura Nirvana: All enemies transform into Mountain Guard or Arctic Walrus upon being defeated.
Longling Tomb and Anxi Desert 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.
Longling Tomb, Anxi Desert and Duo Fjord 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.
Stress Response: Enemies gain a large movement speed bonus upon taking DMG, but the bonus will decay quickly.
Longling Tomb, Duo Fjord and Hyperborean Jokul 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.
Anxi Desert, Duo Fjord and Hyperborean Jokul 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.
Back to Origin: Enemies will be instantly defeated by a Crit Hit with Foundry. -90% DMG dealt with any other weapon. Damage reduction also applies to skills. Foundry delivers an Instant Kill? upon crit (including enforced crit effects), however the damage is exactly the enemy's remaining Health? and Shields?/ Armor? instead of 999,999. Effects that apply True? damage, including Miasma?, still deal full damage.
All Acts 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.
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%.
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.
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.

Reincarnation 9[]

Reincarnation 9 doesn't increase enemy stats compared to Reincarnation 7, instead adding even more changes to gameplay compared to previous Reincarnation levels.

  • Normal enemies and bosses have various stats, attacks and abilities enhanced, based on each enemy. The individual bonuses each enemy gets can be seen at the difficulty selection screen.
  • Several new challenge events have been added to the mix.
  • Significantly increased chance of Elite Invasion challenge events, occasionally with multiple Elite enemies spawning at the same time.
  • More crazy enemies’ affix (Requires expansion/more research and clarification).

Lists of all enemy enhancements are shown below, sorted into each act.

Longling Tomb Enemies Edit
Enemy Effect Extra Notes
Horned Beetle Increase Movement Speed.
Grenadier Post-Grenade Explosion: Spawns 3 additional grenades at random in explosion range. After a thrown grenade explodes, 3 grenades appear from the explosion and also explode.

This greatly increases the potential damage and area each grenade can affect.
Foot Soldier Increase Movement Speed.
Spearman Increase the frequency of Dash Strike. Increase Movement Speed.
Crossbowman Increase shooting accuracy. Higher accuracy also reduces the chance that moving players are hit by stray shots.
Shielded Crossbowman When the player hits their shield, the damage will bounce back. Each hit to their shield creates a homing projectile, passing through all obstacles to hit the player.
Horsehead Shield blocks all damage. Prevents all damage from where the shield is facing similar to Tidal Aspis, including piercing attacks and skill damage. Attacks that hit from behind are still effective.
Heavy Crossbowman Increases shooting accuracy. Reduce Shield recharge delay time. Higher accuracy also reduces the chance that moving players are hit by stray shots.
Longbowman Increase projectile speed.
Bomber Upon defeat, bombs move towards the player. Their explosive head is always flung towards the player. While it can make them dangerous more often, it also makes them predictable.
Spear-Thrower +2 throwing spears. 3 spears are thrown out in a spread.
Lu Wu Continuously summon Bombers in battle. Gain damage reduction while Shield is recharging.
Golem Reduce laser aiming time. Increase the number of flying stones and their Health.
Anxi Desert Enemies Edit
Enemy Effect Extra Notes
Desert Boar Attack inflicts slowing effect.
Desert Coyote Increase the frequency of the skill Dash Bite.
Desert Worm Increase the number of consecutive shots and attack all targets in front.
Lightning Swordsman Increase Movement Speed. Attacks always trigger an Elemental Effect.
Bandit Gunner Attack frequency greatly increased.
Dark-faced Bandit Minor steering is possible during charge.
Rogue Villain Increase attack speed. Makes their shotgun attack significantly faster, giving less time to react.
Rogue Henchman Shield blocks all damage. Prevents all damage from where the shield is facing similar to Tidal Aspis, including piercing attacks and skill damage. Attacks that hit from behind are still effective.
Bandit Hermit Increase Movement Speed. Remain invisible with Shield. Reduce Shield recharge delay time.
Bandit Tactician Greatly reduce charging time. Each sniper shot gives less time to react. Projectile speed is not increased, resulting in the same outcome if you're constantly sidestepping.
Bandit Retainer Increase projectile speed.
Rogue Arsonist Gain damage reduction. Greatly extend flamethrower duration.
Fire Lizard +2 fireball count. Increase the evasion ability. 3 fireballs are launched in a spread.
Ichthyosaurus Offspring Increase the turning rate during the laser attack. Enlarge the damage radius of the bite attack. Corrosion balls are indestructible.
Wind God Will transform into the storm more frequently. One use is guaranteed.
Duo Fjord Enemies Edit
Enemy Effect Extra Notes
Lantern Spirit Promote to Pyro Lantern Spirit. Lantern Spirits self-destruct like Exploding Lantern Spirits, instead of dealing melee attacks.
Catfish Warrior Increase the frequency of the skill Jump Chop. Attacks always trigger an Elemental Effect. Immune to all damage during rolls.
Catfish Gunner Increase shooting accuracy. Higher accuracy also reduces the chance that moving players are hit by stray shots.
Catfish Grunt When the player hits their shield, the damage will bounce back. Each hit to their shield creates a homing projectile, passing through all obstacles to hit the player.
White Shark Gain damage reduction when receiving non-Fire damage. Increase Movement Speed.
Octopus Increase shooting accuracy. Increase rapid firing count and attack all targets in front. Higher accuracy also reduces the chance that moving players are hit by stray shots.
Arrogant Lobster Increase consecutive firing count, frequency and speed of mortars.
Yaksha of the Seas Gain damage reduction when receiving non-Corrosion damage. +2 shockwave count. Increase Movement Speed. When slamming the ground, 3 shockwaves are launched in a spread.
Catfish Man Increase shooting accuracy. Higher accuracy also reduces the chance that moving players are hit by stray shots.
Kappa Gain damage reduction while in the air.
Corrupt Monk Summon Pyro Lantern Spirits. +3 summon count. Increases their summon count from 3-6 to a total of 6-9.
Nihilation Monk Increase skill projection frequency.
Umbrella Spirit Gain damage reduction on non-weak spot hits.
Fiddler Crab Increase attack frequency. +2 water ball projectiles. 3 water balls are launched in a spread.
Yoruhime-Maru Elysian Artillery hits random locations. Greatly increase Octopus count.
Abyssal Serpent Increase the frequency of Triple Water Ball and Wave Sweep. Attacks become more agile.
Hyperborean Jokul Enemies Edit
Enemy Effect Extra Notes
Fisherman Bomb detonation time is shortened and inflict 1s of slow effect.
Kung Fu Monkey Increase Movement Speed.
Fire Jade Gunner Increase shooting accuracy. Higher accuracy also reduces the chance that moving players are hit by stray shots.
Mountain Guard Gain damage reduction on non-weak spot hits. Increase Movement Speed.
Elusive Stalker Increase the evasion ability.
Arctic Walrus Increase Movement Speed.
Mandrill Cavalry Increase frequency of skill Charge. Recover to max Health and obtain 5s of damage reduction after transformation. Does not actually charge, making that effect meaningless.
Mutant Penguin Attack inflicts slowing effect. Increase Movement Speed.
Snowy Mandrill Increase frequency of skill Charge.
Flying Saucer While healing monsters, split damage taken with the healed monsters. High damage dealt may kill the healed monsters as well as the Flying Saucer, effectively helping the players.
Pole Monarch Enter berserk stage faster.

Endless Journey[]

"Welcome to the Eternal nightmare of demonic bane. You may start your journey of endless adventure after defeat the Boss in the last fight of Hyperborean Jokul.)"

Endless Journey is only available on Reincarnation 9 and higher, and can be activated at the start of a run. It serves as a harder version of the Boundless Dream modifier for Bizarre Dream.

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.

After entering the portal, players start with 10 minutes of playtime. Each completed level adds additional time by 35-40 seconds, letting you keep going as long as you clear levels quickly. Running out of time however will prevent you from continuing to the next act after the current act's boss.

  • The timer is also frozen when the stage portal has appeared, or at the start of boss stage.
  • At the end of each boss stage, there is a blue portal which will end the journey immediately.

Other changes include:

  • Enemies will become stronger in damage, Health? and Shields?/ Armor? every stage. Additionally they gain DMG resistance every stage (up to 95%).
  • Non-cursed Scrolls carrying limit is 60.
  • Recycling scrolls give one stack of "Weapon damage +2%, skill damage +10%, skill CD -0.5%" per scroll.
  • The Golden Goblet has been corrupted by demonic energy and can only replace existing ascensions with one new option. Besides, players can recycle excess golden goblets to obtain two stacks of "Weapon damage +2%, skill damage +10%, skill CD -0.5%" effect.
  • Cooldown reduction for recycling bonuses is capped at -90%.
  • The Peddler, Craftsman, and Spiritual Remnant appearances will be reduced, while the Phantom Peddler will no longer appear.
    • Spiritual Remnant only appears once every two acts.
  • The Vault will no longer open, and defeating non-boss enemies will no longer drop copper and soul essence.

Interaction with Bizarre Dream modifiers:

  • With Mysterious Jokul, the last room of Longling Tomb also triggers the "Elite Gathering" event.
  • 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.
  • With Mission from Above, additional Training Masters will not appear.

Reincarnation 10[]

Reincarnation 10 adds even more changes to gameplay compared to previous Reincarnation levels.

  • Monster will significantly boost their survival stats
  • The skill effects of Elite monsters and Bosses are enhanced
  • Thunderblast Barrels will appear.
  • Challenge Event "Elite Gathering" will be automatically triggered when you defeat a certain number of enemies in a room.
  • Vaults with normal battles will no longer appear from Longling Tomb stage 3 onwards.
  • The remaining rescue duration is significantly reduced when you're knocked down.

Lists of all enemy enhancements are shown below, sorted into each act.

Longling Tomb Enemies Edit
Enemy Effect Extra Notes
Elite Beetle Two breakable energy shields are added to the sides of the shield.
Elite Horsehead Now charges 3 times.
Lu Wu Summons significantly more Bombers while shield is recharging.
Golem Airborne rocks can sometimes merge into large rocks. Reduces the frequency of summoning pillars when below half HP.
Anxi Desert Enemies Edit
Enemy Effect Extra Notes
Elite Lizard +2 fireball count, and throws 2 types of elements simultaneously.
Elite Hermit Gains the ability to use smoke bombs, blocking enemy vision.
Elite Henchman Two breakable energy shields are added to the sides of the shield.
Elite Arsonist Movement Speed is slightly reduced. Acid stream is shorter but has wider range.
Elite Spider Hunter Toxic Spiderling recall speed increased, and web spray count is greatly increased.
Ichthyosaurus Offspring Leap(?) skill frequency is increased, and now comes with a shockwave.
Wind God Can now charge 3 times in quick succession during the sandstorm attack.
Duo Fjord Enemies Edit
Enemy Effect Extra Notes
Elite Catfish Warrior All attacks come with an energy cross attack.
Elite Kappa Summon Orb(?) skill count is reduced, but orb size is increased.
Elite Corrupt Monk Ability to coordinate laser attacks with mirror images is increased.
Elite Yaksha Attack desire is increased. Number of pufferfish launched is increased.
Yoruhime-Maru Main cannon can fire while the water shield is active. Can now fire the main cannon and map(?) cannon simultaneously.
Hyperborean Jokul Enemies Edit
Enemy Effect Extra Notes
Elite Thunderous Stalker Mirror images enter a second wind state, letting it briefly continue to fight.
Elite Mandrill Cavalry Fire paths while charging will trigger combustion.
Pole Monarch Demon aura phases increases, gaining more abilities. Each phase transition will cast Demon Aura Release(?).
Gluttony Can fire its energy cannons in a line. Hand Sweep attack knocks players back significantly. Targeting lasers are cast on players that take damage during its Devour attack.

Spiritual Remnant[]

Spiritual Remnant

Spiritual Remnant in act 1

Spiritual Remnant are mushroom-like humanoids which appear in the starting stage of each act. Interacting with them will allow you to purchase a spiritual blessing (Not to be confused with Spiritual Ascensions) with Soul Essence?, which will grant a bonus for the rest of the run.

A player can carry up to 3 spiritual blessings. If the player already has 3 blessings, the player can replace one of them with the newer blessing.

The Spiritual Remnant at Longling Tomb allows players to refresh the selection up to 99 times for 10?, increasing the cost by 10 each time. Otherwise in solo play, by restarting the game from saved state, the selection will also change.

The Spiritual Remnant in Hyperborean Jokul is frozen and will not respond normally, unless the Mysterious Jokul game mode is active where he will be awake and provide a fourth chance to get spiritual blessing.

Only 1 of 3 offered spiritual blessings can be purchased from each Spiritual Remnant.

There are currently 71 spiritual blessings in the game. 23 are available to everyone, and 48 are hero specific.

Lists of available spiritual blessings are shown below, sorted into a list that every hero can use, and a list that is hero-specific.

Spiritual Blessings available to all Heroes Edit
Blessing Description Cost? Extra Notes
A Good Man
Reviving or being revived grants you +2%/s HP recovery, +5% Movement Speed and +30% Weapon and Skill DMG (Up to 10 stacks). Reset at every starting stage. 30 Only available in Multiplayer.
Jackpot
Get 2,000 Copper? immediately. +50% all copper gained. 30 The instant copper gain is affected by Money Maker, giving it a chance to be doubled to 4,000 copper.
Endless Assault
Gain a secondary skill use every 3s. Secondary Skill Capacity gets doubled. 30 Secondary skill capacity is actually increased by +100%, additive with Double Exhilaration.
Ultimate Firearm
There's a 75% chance to drop an enhanced weapon with at least 1 Exclusive Inscription. 60 All weapons receive at least 1 Exclusive inscription regardless of if they're enhanced, including those from Arms Support.

Only enemy weapon drops can be enhanced, not weapons sold by Peddlers.
Skill Freak
There is a 75%/25% chance for a Secondary Skill to deal 200%/300% DMG. 60 Grants an average of +125% multiplicative damage.
Field Proficiency
Gain +10% Lucky Shot Chance and -6% Dash/Primary Skill cooldown, for every elite/boss killed or assisted on killing in the entire run, up to 10 stacks. 60
Supreme Craftsman
You can reroll all inscriptions of a weapon at the craftsman. Craftsman can reroll each weapon up to 3 times. Reroll costs no copper. 60 Each weapon gets its own 3 rerolls at each craftsman.
Copycat
Upon killing or assisting in killing an enhanced monster, you obtain their enhanced effects, which lasts for some time. Different enhanced effects will be applied at the same time while the same effect will be stacked (up to 3 stacks) and refreshed. 60 Each enhancement lasts 60 seconds, with the exception of Immortal, which only lasts 15 seconds.
  • Fiery/Lightning/Corrosive: +50% specified elemental damage, guaranteed specified elemental effect.
  • Powerful/Dedicative/Inherited: +50% damage. Multiplicative with other sources.
  • Healing/Bleed: Recover 5% Health? every second.
  • Defensive/Armored: -20% damage taken.
  • Immortal: Health? is fixed at 1 when taking lethal damage. Unstackable.
  • Resistive: Gain immunity to any elemental effect. Unstackable. Note: Disables the elemental effect bonuses from the spiritual blessing Painkiller (like Flame/Lightning/Corrosion Shard does)
  • Shielding: +50% Max Shield?/ Armor?.
  • Aggressive: -50% primary skill cooldown. Unstackable.
  • Agile: +50% Movement Speed.
  • Robust: +50% Max Health?.
  • Loyal/Cloning/Split: None.
Craftsman's Inheritor
Cost no copper when upgrade/reforge/etch/reroll at the craftsman. -10% Weapon and Skill DMG for each extra non-cursed scroll when having more than 20 non-cursed scrolls. 60 Damage reduction from excess scrolls can make your damage significantly worse than any gains, going so far as to reduce damage to 1 if you collect enough scrolls.
Eye of Providence
Vaults and Peculiar Chests are visible on the minimap, and you will be able to acquire one extra Peculiar Chest every act. 90 The blessing affects all players, and only 1 player can have the blessing. Effects will be lost if the blessing is discarded.

Peculiar Chests are also known as red or golden chests. The extra chest will always appear at the start of a boss stage.
Steady Profit
You can purchase 2 Enhanced Occult Scrolls from Phantom Peddler. Merch in Phantom Peddler can be refreshed once. 90 Replaces one of the enhanced weapons with an enhanced scroll, guaranteeing an extra scroll for each phantom peddler you find.

Note: This blessing will be useless in Hyperborean Jokul stage as Phantom Peddlers are rarely found during this stage.
Painkiller
When inflicting an elemental effect to the enemy, there is a 100% chance to inflict all elemental effects (CD: 2s). Convert all negative Elemental Effects applied to the hero to bonus with opposite effects. 90 Elemental effect infliction cooldown is per enemy, which allows you to apply all elemental effects to many enemies at once.

Burning? will heal you (including Shields?/ Armor?), Shock? will reduce damage taken and Decay? will increase movement speed.

Note: Flame Shard, Lightning Shard and Corrosion Shard disable the ability to benefit from Burning?, Shock? and Decay?, respectively. Snow Boots however does not disable benefiting from Decay.
Overconsumption
+300% Weapon and Skill DMG, -50% Cooldown, +50% Movement Speed, +50 Max HP and Max Shield/Armor. For every Legend/Rare/Normal Occult Scroll you have, -3%/2%/1% total bonus mentioned above. 90 Cursed scrolls are excluded. Has no effect when owning enough scrolls to decrease all bonus to 0, though this requires a huge number of scrolls. Scrolls can be dropped to regain some of the bonus.
Occult Booster
There is a 20% chance for any scroll to become their enhanced version when offered by a chest/dropped rewards. 90 Also affects Peddlers. Scrolls are shown as their enhanced version before being obtained from green chests or bought from Peddlers, allowing choices to be made before taking a scroll.
Fake Death
Upon taking lethal DMG, you will not be downed immediately, but enter the "Fake Death". Killing an enemy will end the "Fake Death" and be invincible for 3s (CD 45s). 120 When activated a bar appears on your screen, showing you the time you have left and prompting you to kill an enemy. You must kill an enemy before the duration ends, otherwise you will automatically die.

Teleporting is disabled while it's active, and you are automatically saved when a vault or main level is completed.
Ultimate Gambler
You can refresh all available ascensions once per Goblet. 120
Counterviolence
+1x CritX. Weapon damage has a 50% chance to become a Crit Hit. 120 Also affects weapons that normally cannot crit.
Skilled Trick
Everytime you use the Weapon Skill?, +20% Lucky Shot Chance for 10s (up to 10 stacks). 120 Also includes Scope?. Scoping and unscoping both increase stacks.
Armed Caster
+50% Skill damage for every 1x CritX of the held weapon. 120 Includes all CritX effect like +3.0 CritX to the first shot after reload. During Dual-Wield, only the main hand weapon is considered.

Also includes bonuses from decimals. Example, 4.5x CritX results in +225% skill damage.
Royal Guard
Guarantees elite monster at the end of a pre-BOSS stage. 150 Only 1 player can have the blessing. Effect will be lost if the blessing is discarded.

In Anxi Desert, Duo Fjord and Hyperborean Jokul it instead enforces the challenge event "Innumerable elite monsters are coming!", which causes 2-5 elites to appear instead of regular enemies, with a guaranteed Goblet and legendary occult scroll reward, to trigger at the end area, but not anywhere else.

Can be extremely effective with Field Proficiency, especially in multiplayer.

Note: If Mysterious Jokul is enabled, this blessing will be permanently active, though slightly changed.
Battle Scarred
+5% HP?/s. +1% DMG Resistance for every 2% HP you have. 150
First Strike
+5% Weapon DMG for every remaining ammo in the magazine. 150 Highly effective with Magazine share(full text) or Extended Magazine.
Scrolls Master
After choosing this blessing, Immediately obtain 3 random and enhanced scrolls which can be combined as spiritual link. 150 Spiritual Link must be active for it to appear. Does not appear in Longling Tomb and cannot be picked as extra blessing of Lone Wolf.

Note: May attempt to give enhanced scrolls that you already own, dropping the unenhanced version or destroying the second enhanced version in the process. Given scrolls always form into spiritual link containing only scrolls.
Spiritual Blessings restricted to specific Heroes Edit
Blessing Description Cost? Restricted Hero Extra Notes
Splinter Orb
When casting Energy Orb, an additional energy orb will be launched respectively to the left and right of the main one at the same time. -1s Energy Orb cooldown for every enemy hit by an Energy Orb. 60 Crown Prince Cooldown can be reduced multiple times with all 3 orbs and with additional hits from Energy Bolt, even against the same enemy.
Smogbound Zone
+40% Smoke Grenade effective range, +5s duration; +20% DMG Resistance when you or your teammate is in the area of a smoke grenade. +50% Elemental DMG taken and +100% elemental effect chance of enemies when they are in the area of smoke grenade. 120 +100% elemental effect chance is additive with the base elemental effect chance, resulting in guaranteed elemental effects regardless of what is used.
Elemental Maestro
Elemental DMG won't get affected by the defense type. +60% DMG to enemies in 2 types of elemental effect. +90% DMG to enemies in 3 types of elemental effect. 150 Bonus damage is multiplicative. Elemental damage is only unaffected by the -25% disadvantage against defense types ( Lightning? against Health?/ Armor? for example). The +50% advantage ( Lightning? against Shields? for example) will remain effective.
Elemental Orb
Dealing Weapon DMG will create an Elemental Orb (CD: 3s). The type of elemental orb changes when reloading. -0.1s CD for Elemental Orb and +5% Elemental DMG for 10s when defeating a normal enemy affected by an Elemental Effect, or inflicting an Elemental Effect on an Elite/Boss monster. (up to 25 stacks). 150 Causes elemental balls similar to Elemental orb on crit(full text) to appear on hit. Reloading will switch what element appears, from Fire?, Corrosion?, Lightning? and repeat.

Elemental orbs can inflict Elemental Effects, granting easy access to fusion effects. Enemy kills after the first grant 2 stacks. Stacking bonus grants up to +125% elemental damage and -2.5s elemental orb cooldown.
Weapon Genius
-50% Dual-Wield cooldown. +75% Lucky Shot Chance, and Weapon 1 & 2 share their highest weapon level while Dual-Wielding. 150 Ao Bai Allows only upgrading 1 weapon while keeping both effective. Combined with Sharpshooter, it is possible to reset the cooldown of Dual-Wield instantly as long as it is ended early enough. When activated, weapons with actual upgrade lower than +5 can also be etched with Gemini Inscriptions, if the other weapon is +5 or higher.
Atomic Bomb
When using a secondary skill, there is a 40% chance to toss all remaining grenades without consuming uses. +50% Explosive Grenade DMG for 1s, every time any grenade deals DMG (up to 1000%). 120 Damage bonus is multiplicative. Grenades will be thrown in an extremely rapid fashion when the effect activates.

The stackable damage bonus applies regardless of whether the effect activates or not, and multiple enemies hit by the same grenade will each grant a stack.
Combat Elite
No longer suffer Movement Speed reduction from Special Ammo weapons. +25% Explosion DMG when Dual-Wielding for every meter of Explosion AoE. -0.5s duration of Dual-Wield for every Explosion DMG dealt. When not Dual-Wielding, -3 CDs of Dual-Wield every reload or use of Explosive Grenade. 150
Life Power
+2%/-2% Weapon DMG for every 1 HP restored/lost. The bonus is affected by Max HP, and will not below 0%. 150 Bonus starts at 0%. Any healing (even when actual health is full) will grant the bonus, up to your maximum Health (or 1 fewer when used with Sanguine Relic), however getting injured lowers the bonus again.
All or Nothing
Consume all of Armor when hitting an enemy with Leap. +4% Leap DMG for each point of consumed Armor. -1s remaining Cooldown of Leap for every 10 points of consumed Armor. 150 Qing Yan Consuming your Armor? every Leap at the start of a run can be extremely dangerous without proper recovery such as Regen Hit. Caution is advised when picking this blessing.
Bladed Cleave
Cleave instantly kills normal/elite monsters with 25% HP or less, and bosses with 15% HP or less. +30% Cleave DMG for every remaining charge of Cleave. 120 Triggers an Instant Kill?. Increases Cleave base damage. Bonus damage is granted after using a secondary skill charge, resulting in 30% less damage than expected. Maximum damage can range anywhere between +60% and +1590% base damage.
Oppressor
Restoring or losing HP within the last 10 seconds increases Max Armor by the same amount of HP change (the max bonus is determined by your Max HP). Restoring or losing Armor within the last 10 seconds increases Weapon DMG and Skill DMG by the same percentage of Armor change (the max bonus is determined by your Max Armor). 150
Double Tap
Upon hitting an enemy with a weapon, deal DMG based on the weapon's Base DMG and Projectile count, including all bonuses applied to the triggering hit. (CD: 0.3s) 150 Hitting an enemy causes an entire shot's worth of damage (DMG * Projectiles in the weapon's stats) to hit the target, further boosted by any bonuses that applied to the triggering hit, such as Lucky Shots or Critical Hits.

Highly effective with Shotguns, or other slow firing weapons that often miss projectiles.
Thunder & Glory
-50% Fatal Current Cooldown. For each enemy hit by a thunderbolt, +40% base DMG to the next thunderbolt for 10s. (Up to 30 stacks) 120 Lei Luo Each stack refreshes all stacks. Maximum bonus is +1200% thunderbolt base damage. Bonus damage is actually multiplicative with Fulminous Zap.
High-Powered Arc
+3 bounces for Chain Lightning, +100% bouncing range. +150% Chain Lightning Base DMG for each increase to the maximum bounces of Chain Lightning. 90 Damage increase is based on the maximum potential bounces, gaining +750% base damage by default. Tesla Coil can increase the damage further, to up to +1350%.
Lightning Messenger
After dealing a crit hit, inflict Shock effect on the inflicted enemy and all enemies within 3m; When Lei Luo attacks an enemy affected by Shock effect, increases Weapon and Skill DMG by 200%. 150 Shock? is applied only when enemies are not already shocked and when hitting an enemy's weak spot. Forced critical hits (such as Wait For Good) do not count.
Gradual Improvement
Gain 1 stack of Gradual Improvement for Crit Hit, while reduce 1 stack for Non-Crit Hit. Each stack adds up 0.3x CritX (up to 30 stacks). 150 Grants up to +9.0x CritX. Only 1 stack is gained/lost per shot, and only 1 crit is needed to gain a stack. Missing a shot entirely will not lose a stack.
Sword Mastery
+50% RoF while using Swords Out, +1 extra stack of Blade Heart (up to 3) for next Swords Out. You can gain stacks Blade Heart even when Swords Out is on cooldown. 90 Tao
Blossom Enthusiast
Hitting an unmarked enemy will mark them with Fatal Bloom. -6 hits required to trigger Fatal Bloom additional DMG. 150 Doubles how often additional damage occurs, or triples it with Glowing Bloom 3.
Thorny Bloom
+160 base DMG of Fatal Bloom for each use of it for 30s (up to 10 stacks). When the mark disappears, Fatal Bloom will strike the enemy twice again, and the DMG of these two strikes will be increased: multiply by the number of times the enemy was hit by the sword during the mark duration. 120 Grants up to +1600 base damage, for a total of 2000 base damage. (Equivalent to +400% total damage.)

Each stack decays independently, requiring 10 uses every 30 seconds to maintain full stacks.

The extra damage also applies when refreshing a mark, making hitting an already marked enemy deal significantly higher damage.
Ice Blade
Flying Swords deal an additional 10% of an enemy's current HP as True DMG. (For elites/bosses, up to (5000 * the number of players in your squad) True DMG at most per hit). 150 Normal enemies will always take 10% of their current Health per flying sword, making it extremely powerful against those with no Shields?/ Armor?.
Tsunami Punch
+2 uses for Tidal Aspis. +300% Aspis Slam DMG. 150 Qian Sui The Aspis Slam when ending Tidal Aspis deals +300% damage, multiplicative with everything else.
Power of the Ocean
When Fist Sensation reaches 15/40/80 stacks, gain Power of the Ocean status for 3s. During status duration, Fist Sensation stacks don't decrease, and each punch extends the duration by 1s, up to 3s. 150
Libra Warrior
Fist Sensation grants extra weapon DMG which is equivalent to 125% of the bonuses to Striking Punch. 150 By default, Fist Sensation grants +5% Striking Punch per stack, which will also grant +6.25% weapon damage as well. Rogue Wave can increase the bonus to up to +31.25% per stack.
Overwhelming Abyss
Reduce Dash cooldown by 50%. Upon using Fierce Charge, consume 15% current Fist Sensation (each stack of Fist Sensation will consume an extra 0.5%), each Fist Sensation stack gives 80% DMG bonus. 150
Dimensional Strike
+2 Soul Strike uses. +30% Weapon DMG for every [Cudgel] hit performed, up to 10 stacks. Reset when taking DMG from an enemy. 150 Xing Zhe Grants up to +300% weapon damage. Taking 0 damage will not reset stacks.
Essence Drainer
+1 extra temporary Weapon Level for every enemy affected by Essence Chain. For every Weapon Level of the current weapon, +40% Essence Chain DMG. 150
Weapon Mastery
+200% total bonus from Assaulter, Generalist and Breacher talents. Both weapons equipped share their bonuses. 150 Triples the power of Assaulter, Generalist and Breacher talents, for up to:

Both weapons then share these bonuses with each other. Example, a Pistol and Launcher both receive +300% Projectile Speed and -75% Reload Time.

2 of the same weapon type will not double up on these bonuses.

Want Them All
Soul Strike can obtain both bonus effects of weapon in hand and backpack. 150 Both Weapon 1 and 2 have their effects applied if they are of different categories.
Raging Inferno
+45% Base DMG of Spiritual Flame for hitting one enemy with Spiritual Flame which consumed over 30 energy (up to 10 stacks, lasts for 90s). Recover 1 energy for every 2m moved. 150 Li Grants up to +450% base damage.
Cataclysm
+1% DMG of Blazing Meteor for every 1 energy stored. When casting Blazing Meteor at a target, cast Blazing Meteor on all enemies within 8m (CD 4s). (Every remaining Blazing Meteor use will reduce the cooldown by 0.1s, up to 3s) 150 Damage bonus is multiplicative, based on current (not max) energy.

Energetic Spirit and Unceasing Blaze further increase the max damage bonus and decrease the cooldown, respectively.
Flame Dance
+30% DMG and +5% enemy DMG taken when inflicting the Burning Effect on the enemy. (up to 10 stacks) 150 Effect lasts for 10 seconds.
Energy Draining
After casting Spiritual Flame, enter Energy Draining state: Consume 10% of energy capacity per second, +20% Movement Speed, +20% RoF, +300% Weapon DMG. Gain 1 stack for every 30 energy consumed. +50% bonus effect each stack, up to 2 stacks (+1 max stacks per 60 energy capacity). It ends when re-casting Spiritual Flame or energy runs out. 150 Spiritual Flame's icon has a flaming ring when the effect is active. Highly effective with high energy recovery, such as Molten Meteor and using weapons that can rapidly inflict Burning?.

Bonus caps +350% bonus effects, or +1050% weapon damage, +70% RoF and +70% Movement Speed.

Energy consumed increases Practice Makes Perfect, even if Spiritual Flame doesn't hit an enemy.
Star Compass
+200% total DMG and +1 use of Falling Star. Affected by Occult Scrolls in the backpack, there is a chance to upgrade Astrohouse quality of Falling Star by 1 level. Falling Star with Legendary Astrohouse will obtain extra effect: when Falling Star deals continuous DMG to a single enemy for 0.75s, it will deal 2400 DMG to enemies within 3.5m. 150 Zi Xiao Chance for quality upgrade is 10%, with an extra 2% per scroll for the first 20 scrolls (up to 50% in total), and 1% for every remaining scroll. Scroll rarity is not relevant.
Explosive Hand
When a card hits an enemy, trigger a 5m Explosion, dealing card DMG once to enemies in range. Obtain the same Astroaspects as the previous slot through Astroforecast. Clear Astrohouse and gain Skill DMG for 7s if slots are full. There is a chance to gain a bonus without clearing Astrohouse. Normal Astrohouse: +80% total DMG. Rare Astrohouse: +160% total DMG. Legendary Astrohouse: +320% total DMG. 150 Damage bonus applies specifically to cards, including from Card Storm.
Functional Deck
+50% Weapon DMG for 5s when consuming Astroaspects, up to 300%. Every 6 Astroaspects consumed allows drawing a card with different effects for 10s. Each card effect stacks up to 3. Normal: +40% Lucky Shot Chance; Rare: +30% RoF; Legendary: +40% Movement Speed, 40% chance for +1 Projectile; Wild: All card effects. 150
Variable Scrolls
Every occult scroll can be reset one more time. Obtain 1 extra time to reset scrolls when acquiring 1 ascension. There is a 50% chance to upgrade scrolls to enhanced scrolls when resetting. 150 Rerolling one scroll may instead create the enhanced version of the same scroll. You still cannot reroll others' scrolls.
Pair of Us
Iron Wing will not be knocked down as long as Nona is standing. +1% DMG for each 1 point of HP capacity Iron Wing has. 150 Nona Damage bonus only applies to Iron Wing.
Fire Coverage
+40% Missile DMG for 5s for each missile launched by Nona and Iron Wing that deals DMG (up to 20 stacks). Use Redeployment to gain 4 stacks immediately. 150
Same Boat
30% of the DMG taken by Nona is shared to Iron Wing. For 5s after Iron Wing deals DMG to an enemy, +3x Weapon CritX and +150% Weapon DMG for Nona when attacking the same enemy. For 5s after Nona deals damage to an enemy, Iron Wing - Strike Mode/Fire Mode will recover 10%/5% HP when attacking the same enemy. 150
Mecha Crash
+50% Total DMG of Mecha Drop. The DMG of the next 3 pistol shots after using Mecha Drop will be stored and dealt in the next Mecha Drop. -0.5s cooldown of it for every enemy hit by the pistol. 150
Ultimate Execution
+50% total DMG of Frost Burial. When the target is unbalanced or HP is below Lethal Line, deal Frost Burial DMG to 1 additional enemy. 150 Lyn
Cold Afterwind
Frozen Grenade explosion has a 100% chance to randomly shatter 1 Weak Spot in the area and cause an extra explosion. Each extra explosion halves the trigger chance, DMG and explosion range. 150
Full of Flaws
+1 Enemy's Weak Spot capacity, -50% Weak Spot generation interval, -60% Unbalanced chance. Hitting a Weak Spot causes other Weak Spots to take 50% DMG. 150
Shiver in Bone
13% chance to Unbalance enemies when dealing DMG to them. +50% total DMG to Unbalanced enemies. 150
Rebirth from Brush
+200% Final Ink DMG. Using Ink Splash will cost more Ink Points, up to 30 points. +40% final DMG for each extra Ink Point cost. Automatically gain 1 stack per second, picking up Ink Orb will gain 1 stack, up to 24 stacks. If costs 24 stacks to use Ink Form, Momo will gain 15 Ink Points and generate a batch of Ink Orbs on the field. 150 Momo
Overflowing Ink
+2% Base DMG of Drawing Come True for each point of the Shield cap. When Ink Points exceed 20, costs 20 Ink Points to automatically release a Drawing Come True to the nearest enemy, this skill will increase final DMG by 300%, +100% Ink Point gain for the next 12s. 150
Inkwash Fusion
+30 Ink Point cap. +1% Total Weapon DMG for each Ink Point (Ink Spirit reduces gain by 75%). In Blank Domain, gain 2 Ink Points and 3 weapon skill resources per second. After damaging enemies, gain 20 Ink Points (triggers once, reset after leaving battle). 150
Soul Sublimation
When dealing DMG in Ink Domain, +900% final DMG and gain 2 Ink Points, triggers once per enemy every 3s. This spiritual blessing effect will be increased by 25% for every 30% Movement Speed bonus. 150

Phantom Peddler[]

Phantom Peddler

Phantom Peddler may randomly appear in stages of the game, except for starting stages and boss stages. Interacting with them will allow you to purchase 3 enhanced weapons and 1 enhanced scroll with Soul Essence?.

Phantom Peddler's wares are unaffected by Haggle, Dazzling Treasures, New Look and unenhanced On the House.

Their wares are affected by:

  • Steady Profit replaces an enhanced weapon with an enhanced scroll, for 2 weapons and 2 scrolls. Additionally any unpurchased weapons and scrolls can be refreshed once, replacing them with new ones.
  • Mysterious Jokul and Enhanced Refresh Addict grants all Phantom Peddlers an additional refresh, similar to Steady Profit's refresh.

Enhanced occult scrolls either have a stronger effect and/or their downsides are reduced. Their details and price can be found on the Occult Scroll page. You cannot carry both an unenhanced and enhanced scroll of the same type at once. Attempting to do so will automatically drop the unenhanced version (or destroy it if it cannot be discarded).

Enhanced weapons have a prefix, which increases 1 stat by a varying amount. Their price varies based on the stage, ranging from 30 to 75 Soul Essence?.

Unless specified, each effect is additive with similar bonuses.

Prefix Effects
Prefix Effect Minimum Bonus Maximum Bonus Other Notes
Fierce Increases base damage. +30% +45% Also applies a second multiplicative damage bonus for the same percentage, which is not clearly shown.
Agile Increases rate of fire. +20% +30% Due to having no proper RoF stat on weapon cards, the bonus is not clearly shown.
Nimble Decreases reload time. -20% -40% Decrease is multiplicative.
Expanded Increases magazine capacity. +40% +60%
Critical Increases CritX. +0.8x +1.1x
Multiple Increases average projectiles. +20% +30%
Lucky Increases lucky shot chance. +40% +60% Bonus is not clearly shown.
Elemental Increases elemental effect chance. +60% +80%

Bizarre Dream[]

Main: Bizarre Dream

Bizarre Dream is only accessible when playing on Reincarnation difficulty. It introduces 8 options that you can toggle on and off, allowing greater customization for runs.