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 ![]() |
2.9x | 3.4x | 3.9x | 4.4x | 4.9x | 5.4x | 5.9x |
Act 2 ![]() |
3.4x | 4.4x | 5.4x | 6.4x | 7.4x | 8.4x | 9.4x |
Act 3 ![]() |
4.0x | 5.6x | 7.2x | 8.8x | 10.4x | 12.0x | 13.6x |
Act 4 ![]() |
4.0x | 5.6x | 7.2x | 8.8x | 10.4x | 12.0x | 13.6x |
Act 4 ![]() 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 |
![]() |
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.
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 ![]() |
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 ![]() |
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 ![]() |
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 ![]() If ![]() |
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. ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |
All Acts | Demonic Aura Diffusion: Weapons won't trigger ![]() ![]() ![]() ![]() |
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 ![]() ![]() ![]() |
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.
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 ![]() |
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. |
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 ![]() |
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. |
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. |
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.
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. |
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. |
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. |
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 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.
Blessing | Description | ![]() |
Extra Notes |
---|---|---|---|
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. | |
Get 2,000 ![]() |
30 | The instant copper gain is affected by ![]() | |
Gain a secondary skill use every 3s. Secondary Skill Capacity gets doubled. | 30 | Secondary skill capacity is actually increased by +100%, additive with ![]() | |
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 ![]() Only enemy weapon drops can be enhanced, not weapons sold by Peddlers. | |
There is a 75%/25% chance for a Secondary Skill to deal 200%/300% DMG. | 60 | Grants an average of +125% multiplicative damage. | |
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 | ||
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. | |
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.
| |
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. | |
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. | |
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. | |
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.![]() ![]() ![]() ![]() ![]() Note: ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |
+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. | |
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. | |
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. | |
You can refresh all available ascensions once per ![]() |
120 | ||
+1x CritX. Weapon damage has a 50% chance to become a Crit Hit. | 120 | Also affects weapons that normally cannot crit. | |
Everytime you use the ![]() |
120 | Also includes ![]() | |
+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 ![]() Also includes bonuses from decimals. Example, 4.5x CritX results in +225% skill damage. | |
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 ![]() Can be extremely effective with ![]() Note: If ![]() | |
+5% ![]() |
150 | ||
+5% Weapon DMG for every remaining ammo in the magazine. | 150 | Highly effective with ✦ Magazine share(full text) or ![]() | |
After choosing this blessing, Immediately obtain 3 random and enhanced scrolls which can be combined as spiritual link. | 150 | ![]() ![]() 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. |
Blessing | Description | ![]() |
Restricted Hero | Extra Notes |
---|---|---|---|---|
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 | ![]() |
Cooldown can be reduced multiple times with all 3 orbs and with additional hits from ![]() | |
+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 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 (![]() ![]() ![]() ![]() ![]() | ||
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 ![]() ![]() ![]() 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. | ||
-50% Dual-Wield cooldown. +75% Lucky Shot Chance, and Weapon 1 & 2 share their highest weapon level while Dual-Wielding. | 150 | ![]() |
Allows only upgrading 1 weapon while keeping both effective. Combined with ![]() | |
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. | ||
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 | |||
+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 ![]() | ||
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 | ![]() |
Consuming your ![]() ![]() | |
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 ![]() | ||
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 | |||
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 ![]() | ||
-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 | ![]() |
Each stack refreshes all stacks. Maximum bonus is +1200% thunderbolt base damage. Bonus damage is actually multiplicative with ![]() | |
+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. ![]() | ||
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 | ![]() ![]() | ||
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. | ||
+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 | ![]() |
||
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 ![]() | ||
+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. | ||
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 ![]() ![]() | ||
+2 uses for Tidal Aspis. +300% Aspis Slam DMG. | 150 | ![]() |
The Aspis Slam when ending Tidal Aspis deals +300% damage, multiplicative with everything else. | |
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 | |||
Fist Sensation grants extra weapon DMG which is equivalent to 125% of the bonuses to Striking Punch. | 150 | By default, Fist Sensation grants +5% ![]() ![]() | ||
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 | |||
+2 Soul Strike uses. +30% Weapon DMG for every [Cudgel] hit performed, up to 10 stacks. Reset when taking DMG from an enemy. | 150 | ![]() |
Grants up to +300% weapon damage. Taking 0 damage will not reset stacks. | |
+1 extra temporary Weapon Level for every enemy affected by ![]() |
150 | |||
+200% total bonus from Assaulter, Generalist and Breacher talents. Both weapons equipped share their bonuses. | 150 | Triples the power of ![]() ![]() ![]()
Both weapons then share these bonuses with each other. Example, a Pistol and Launcher both receive +300% Projectile Speed and -75% Reload Time. | ||
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150 | Both Weapon 1 and 2 have their effects applied if they are of different categories. | ||
+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 | ![]() |
Grants up to +450% base damage. | |
+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.![]() ![]() | ||
+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. | ||
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 | ![]() ![]() ![]() Bonus caps +350% bonus effects, or +1050% weapon damage, +70% RoF and +70% ![]() Energy consumed increases ![]() | ||
+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 | ![]() |
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. | |
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 ![]() | ||
+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 | |||
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. | ||
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 | ![]() |
Damage bonus only applies to Iron Wing. | |
+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 | |||
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 | |||
+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 | |||
+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 | ![]() |
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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 | |||
+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 | |||
13% chance to Unbalance enemies when dealing DMG to them. +50% total DMG to Unbalanced enemies. | 150 | |||
+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 | ![]() |
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+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 | |||
+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 | |||
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 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 | Effect | Minimum Bonus | Maximum Bonus | Other Notes |
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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.
Gunfire Reborn |
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Gameplay |
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Talents • Ascensions • Occult Scrolls • Unlockables • Multiplayer |
Difficulty • Reincarnation • Daily Challenges • Game Modes |
Seasonal Events • Avatars and Frames • Emoticons |
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Weapons |
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Inscriptions • Projectile • Rate of Fire • Magazine • Reload Time • Weapon Stats |
Damage |
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World |
Longling Tomb • Anxi Desert • Duo Fjord • Hyperborean Jokul |
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Enemies • Enemy Enhancements • Peddler • Craftsman |