recursal/Fanatic-Fandom huggingface dataset:
Rate of Fire

**Rate of Fire** (RoF) is a weapon stat which determines how often it can shoot per second, or how much time it takes for each shot. Increasing a weapon's RoF will always increase its damage per second, but is limited by magazine size and reload time. Generally, a weapon with low RoF, high magazine size and/or low reload time will benefit the most from an increase in RoF.

Note that "Rounds/100s" calculates the number of shots in 100s *including reload time* and will therefore show different values than the arsenal.

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{\displaystyle {DPS~=~{\frac {WeaponDMG}{{\frac {1}{\color {Blue}RoF}}~+~{\frac {ReloadTime}{Magazine}}}}}}

## Heroes affecting RoF

* Crown Prince:
	+ Wildfire increases RoF by up to +60% against enemies killed/hit while under an elemental effect.
* Ao Bai:
	+ Sharpshooter increases RoF by +30% while  Dual-Wielding.
* Qing Yan:
	+ Last Stand increases RoF by up to +50% after  Armor? breaks.
* Tao:
	+ Warlike Blade increases RoF by up to +20% for every 10 ammo consumed, stacking multiple times (up to +100%).
	+ Sword Mastery increases RoF by +50% while  Swords Out is active.
	+ Blade Aura increases RoF by +5% for every stack of Blade Heart you have.
* Li:
	+ Energy Draining increases RoF by +10% while active, with an extra +10% for every 5s it remains active, up to +60% total.
* Zi Xiao:
	+ Functional Deck increases RoF by +5% for 5s for after consuming a normal Astroaspect.
* Nona:
	+ Nimble Finger increases RoF by up to +60% for 4s after reloading an empty magazine.

## Inscriptions affecting RoF

* ● RoF +25%
* ● Lucky Shot Chance +40%, RoF -10%
* ● *Bonus on half full magazine*(full text)
* ● +50% RoF for 5s after killing an enemy
* ● Explosion AoE -20%, +40% RoF and -40% Reload Time
* ● +25% Attack Speed is exclusive to  Melee Weapons.
* ◆ +1.2x CritX, RoF -10%
* ◆ +10% RoF for 2s on a crit hit. (Up to +100%)
* ◆ +50% Attack Speed for 5s after killing the enemy is exclusive to  Melee Weapons.
* ◈ RoF +50%. Accuracy and Stability +100% is exclusive to  Big Hippo.
* ◈ RoF +50%, Projectile speed +50%, Lucky Shot +50% is exclusive to  Golden Bow.
* ◈ +30% weapon DMG and RoF, and -50% Charge Time with scope on is exclusive to  Goshawk.
* ◈ Shuriken deals extra DMG when going through the enemy. Weapon RoF -30% is exclusive to  Prism.

## Other effects on RoF

* Big Hippo increases its RoF by +100% after the first few shots.
* Illusion increases its RoF by +80% after the first few shots.
* Enhanced Strategic Advantage increases RoF by +40% for 3 seconds after  Dashing.
* Enhanced weapons with the Agile enhancement gain an extra +20% to +30% RoF.
* Lightweight Trigger increases RoF by +2% for 10 seconds every time ammo is consumed, up to +60% RoF.
* Valiant Assault increases RoF by +25% for 5 seconds after killing an enemy.

## Effect of RoF on different weapons

[0R] Does not reload and therefore is fully affected by RoF changes.

[QM] Expends its entire magazine very quickly and therefore spends much time reloading rather than shooting.
Terrific Crossfire

-1s Primary Skill cooldown upon casting a Secondary Skill.

Enhanced ( 80?): -1s Primary Skill cooldown upon casting a Secondary Skill. Every use of Primary Skill recovers 3 uses of Secondary Skill.

### Unlock

Kill Venomous Lizard 3 times on elite or higher difficulty.

Terrific Crossfire is an Occult Scroll.

Secondary Skill refers to  Crown Prince's  Smoke Grenade,  Ao Bai's  Explosive Grenade,  Qing Yan's  Cleave,  Lei Luo's  Chain Lightning,  Tao's  Fatal Bloom,  Qian Sui's  Striking Punch,  Xing Zhe's  Essence Chain,  Li's  Blazing Meteor,  Zi Xiao's  Astroforecast and  Nona's  Hardwood Missile.

Upon casting a secondary skill, the cooldown of the Primary Skill is reduced by 1 second.

This allows spamming secondary skills to quickly recover your primary skill, or passively as you use both normally.

**Enhanced**: Casting the primary skill will also recover 3 uses of the secondary skill, letting both skills recover each other.

## Synergies

### Positive

* Double Exhilaration doubles secondary skill capacity.
* Capacity Overdraft allows using secondary skills even when it has 0 uses.
* Flowing Time reduces primary skill cooldown by 1 second after hitting an enemy every 2 seconds, speeding up recovery further.

### Reduced Positive

* Untold Effort has a 50% chance to double secondary skill consumption, reducing the number of times you can use it.

### Nullified

* Li's  Spiritual Flame is not managed by standard skill cooldown, making this scroll useless.
	+ On the other hand, the Enhanced version can repeatedly cast it to restore secondary skill uses.

### Negative

* Clumsy Throw has a 50% chance to increase secondary skill consumption by 1, reducing the number of times you can use it.

## Update History

* 03/26/2022 update: Enhanced version added.
Tactical Reload

When reloading, +20% DMG Resistance and +30% movement speed.

Enhanced ( 60?): When reloading and for 4s after reloading, +20% DMG Resistance and +30% movement speed.

### Unlock

Unlocked by default.

Tactical Reload is an Occult Scroll.

Increases your survivability when reloading, lowering the chances to die when you're not capable of fighting back with your weapon.

**Enhanced**: Bonus remains for 4 seconds after reloading.

## Synergies

### Positive

* Preemptive Strike increases weapon damage by 50% when the magazine is full after reloading.
* Magic Magazine grants a 33% chance to not consume ammo from reserves when reloading.
* Inferior Magazine lowers magazine capacity by -20%, causing reloads to occur more often.

### Reduced Positive

* Genesis,  Fast-Loader,  Against the Flow,  Skateboarder and Bloody Ammo reduce the need to reload, but keep their own benefits.

### Mixed

* Elemental Cube increases damage of 1 elemental type, which changes when reloading. This may increase or decrease damage, depending on what element you were using and what was selected.

### Nullified

* Advanced Depot prevents the need to reload at all, making this scroll useless.

### Negative

* Perfect Sixth and  Improved Clip reset upon reloading.
* Cursed Magazine grants a 33% chance to double ammo consumption when reloading.

## Update History

* 10/21/2023 update: Changed from -20% DMG Taken to +20% DMG Resistance.
* 03/26/2022 update: Enhanced version no longer grants -100% damage taken. Instead the effect remains for 4 seconds after reloading.
* 11/18/2021 update: Enhanced version added.
Persistence

### Effect

When the probability of Impure Astrohouse is 100%, fill all empty slots and clear the Astrohouse (CD: 2s). After clearing the Astrohouse, there is a chance to gain +20% Weapon and Skill DMG from each slot for 8s.

Persistence is an Ascension.

If the Astrohouse is guaranteed to be Impure, all slots get filled, then the Astrohouse gets cleared. This has a 2 second cooldown. An Impure Astrohouse is guaranteed if you receive a variety of Normal, Rare and Legendary Astroaspects in the same Astrohouse. The probability bar seen below the primary skill shows the chances for each Astrohouse to be made based on current Astroaspects, with the grey colored section indicating an Impure Astrohouse.

Additionally, clearing Astrohouse by any means has a chance to increase Weapon and skill damage for 8 seconds, per slot cleared. The chance of each slot 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.
Paranormality

Max HP is fixed at 1, but Max Shield/Armor is doubled.

Enhanced ( 100?): Max Shield/Armor gets doubled.

Mobile: Kill Shielded Crossbowman 30 times.

Paranormality is an Occult Scroll.

Buns no longer have any effect with this scroll equipped, since  Shields? regenerate automatically and  Armor? is restored in other ways. To sacrifice  Health? at Red Chests, the scroll needs to be dropped temporarily.

All bonuses to maximum Shields/Armor are doubled, including from Red Chests, Talents and Ascensions. Bonuses to Health however are ignored.

**Enhanced**: No longer fixes your max Health at 1, allowing any bonus to Health to work as normal.

## Synergies

### Positive

* Reliable Bun allows buns to restore  Shields?/ Armor?. This also lets any bun-specific bonus work as well.
* Bluff will always be active.
* Devil's Covenant and  Deadly Curse will not lower maximum Health.
* Abnormal Speed will lose effectiveness at half the rate.
* Abundant Vitality increases damage by +75% while Shields are recharging.
* Silver Medal helps start Shields recharge.
* Reinforced Eggshell provides a permanent -30% damage taken.
* Glazed Sight will never lose stacks unless the hit is lethal.
* Gold Medal and  Phantom Skin recovers more Shields/Armor.
* Fragile Body will no longer increase damage taken.
* Moldy Bun will have no effect if buns cannot be used.
* Cautious Shot will deal no damage, however it will still inflict hits.

### Reduced Positive

* Resolute,  Thunder Screen and  Backup Shield will only activate on typically lethal damage.
* Elemental Bestowment will no longer recover HP, but ammo recovery still works.
* Airbag protects against lethal damage once per full recharge, but no longer restores Health to full.

### Nullified

* Persistent,  Gourmet,  Berserk Soul,  Generosity,  Resilient Life,  Fountain of Life,  Veteran and  Shrine of Recovery all become useless.

### Negative

* Fire Enthusiast will provide no Health recovery and only inflicts  Burning? on yourself.
* Flesh and Bones will convert doubled Shields/Armor to Health, which is then adjust to 1, resulting in 1 Health and 0 Shields/Armor.
	+ In case of  Enhanced **Paranormality**, the player gets double Shield/Armor converted to Health without Health being adjusted to 1. For example,  Crown Prince with full talents will have  310? instead of usual  110? /  90?.
* Sanguine Relic will provide no Health recovery or max Health increase, and only increase damage taken by +50%.

## Notes

* Copycat (after killing a Shielding enhanced enemy) stacks additively with Paranormality, resulting in less max Shields than you may expect.
Scalpel

Mobile: Kill Grenadier 40 times.

> "*Increases accuracy gradually when firing. The firing mode can be switched between single-shot and double-shot.*"
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Use  Switch? to change between single-shot and double-shot.

Single-Shot mode shoots only a single projectile, like most other weapons. Its recoil is low and accuracy is high, allowing for easy critical hits against enemies, pairing well with its high CritX. Additionally Single-Shot mode deals an extra 33% damage per projectile, effectively increasing its base damage to 53.3.

Double-Shot mode shoots two projectiles and consume two ammo, effectively **doubling** rate of fire as well as stacks with any projectile inscriptions. It has better damage output in most situations, however it has higher recoil and worse starting accuracy. Double-Shot should only be used against large or close enemies, since most shots may miss otherwise.

Automatic Fire quickly decreases its medium bullet spread to zero, but keeps veering the reticle off-target because of recoil. If the trigger is released for at least 1.5 seconds or the weapon is reloaded, the bullet spread resets to its initial state.

## Impactful Inscriptions

* **Stability** decreases recoil, allowing for better weak shot targeting.
* **Magazine** increases and **Reload Time** decreases indirectly increase damage output by diminishing the frequent reloads.
* **Critical Procs** are very reliable with its high accuracy and rate of fire.
* If it has an elemental damage inscription, **Elemental Proc** effects are very effective. Its high rate of fire and elemental effect chance result in a 77% chance each second.

## Ineffective Inscriptions

* **Accuracy** increases automatically, making inscription boosts irrelevant except for initial shots.
* **Rate of Fire** and **Projectile/Ammo Consumption** are more effective when paired with higher magazine and reload speed.
* **CritX** increases have diminishing returns.

## Possible Exclusive Inscriptions

◈ +55% chance to gain one more projectile is Scalpel's exclusive inscription. It increases damage output by +55% and further improves on-hit effects.

* ◈ *Killing spree auto-crit*(full text) is decently effective, eliminating the need for stability. It increases damage output by at least 29% while the effect is active.
* ◈ Projectiles +1, Consumption +100% increases damage output by +24%. ● -40% Reload Time increases it to +46%, ● Magazine +60% increases it to +57%.
* ◈ *+65% DMG vs any elemental effect*(full text) is very reliable if it has ◆ *Elemental DMG convert*(full text).
* ◈ +10% Lucky Shot Chance for 3s whenever hit an enemy (up to 150%). stacks extremely quickly when using Double-Shot mode, increasing damage output by up to +100%.
Unleashed Potential

### Effect

During Dual-Wielding, gain +3% weapon DMG and +1% lucky shot chance every 0.5s with continuous firing (up to 20 stacks). Lose 5 stacks every 0.5s when not firing.

Unleashed Potential is an Ascension.

While  Dual-Wield is active, continuously firing your weapons will steadily increase damage and lucky shot chance. This is most effective for weapons that have high magazines and can fire for a long time before reloading.

It takes 10 seconds to reach the maximum bonus of +60% weapon damage and +20% lucky shot chance.

Whenever you are not firing however, the bonus decays at 5 times the normal rate, taking only 2 seconds to completely remove the maximum bonus. Because of this, it is a very bad idea to stop firing if you intend to keep the bonus high.

## Update History

* 04/29/2021 update: Changed ascension from having 3 levels to having 1 level. Completely removed the previous effect (While dual-wielding, first 5/7/9 hits deal +100/150/200% DMG).
Shrine of Recovery

After not taking damage for 5s, regenerate 5% max HP per second. Regeneration stops when taking damage, with a maximum of 50% HP regenerated per instance.

Enhanced ( 60?): After not taking damage for 5s, regenerate 5% max HP per second. Even when taking damage, the regeneration continued for an additional 5s.

### Unlock

Kill Yoruhime-Maru 1 time on elite or higher difficulty.

Shrine of Recovery is an Occult Scroll.

 Health? is restored when not taking damage for over 5 seconds, such that the player can gradually recover between fights, or gain better recovery when avoiding hits constantly.

Taking damage will interrupt the healing effect, requiring you to wait another 5 seconds for it to start again. Each trigger has a 50% max health cap. The player can intend to take small damage with shield/armor after each trigger to restore more health.

**Enhanced**: Healing doesn't have the "50% of max health" cap anymore, and taking damage will keep the healing for 5s.

## Synergies

### Positive

* Flesh and Bones converts all Shields/Armor to Health, increasing how much can be restored. Also provides extra healing which cannot be interrupted.
* Veteran increases maximum Health.

### Reduced Positive

* Persistent and  Berserk Soul are less effective with more health.
* Sanguine Relic increases maximum Health and grants Health recovery, at the risk of taking more damage.
* Airbag fully restores Health when Shields/Armor break, making the scroll less useful.

### Nullified

* Paranormality sets maximum Health to 1, making the scroll useless.

### Negative

* Reinforced Eggshell increases damage taken by +30% when Shields/Armor are at 0, making relying on recovering Health less useful.

## Update History

* 06/01/2023 update: Scroll reworked. (Previous effect: Fully restores health on new stage (and restore health after taking damage, which can be interrupted by further damage).)
* 01/21/2022 update: Enhanced version added.
* 04/29/2021 update: Rarity changed from legendary to rare.
Sting

> "*Single shots will break the armor of all enemies within the explosion.*"
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Every time the weapon is fired it switches to a different firing mode, starting at firing a triple shot, then a double shot, then a single shot that creates a powerful explosion, hitting all nearby enemies.

The explosive shot will completely destroy the  Armor? of any normal enemy hit by it, then deal damage afterwards. This makes it extremely effective against enemies with high Armor but low  Health?. Elites and Bosses however are immune to this.

Differences between each shot:

Consecutive shots

Despite the explosive shot being an explosive, it is capable of dealing a Critical Hit. However it only deals critical damage to the enemy struck. All other nearby enemies only take normal damage.

Every time the weapon is reloaded or swapped to, it resets its firing mode back to the triple shot. This can make using its explosive shot difficult when it's needed, since it requires 2 wasted shots before it's ready.

## Impactful Inscriptions

* **Stability** is useful to keep aiming at weak spots.
* **Explosion** upgrades can be useful to improve the effect of its explosive shot.

## Ineffective Inscriptions

Sting receives average bonuses from most inscriptions compared to other weapons.

## Possible Exclusive Inscriptions

◈ Ignores normal enemy's armor, and deduct armor equivalent to 50% DMG additionally against Elite and Boss is exclusive to Sting. Damage done to normal enemies will ignore  Armor? and damage  Health? directly. Explosive shot will still destroy normal enemy Armor. Boss or elite enemies will take an additional 50% damage to their Armor, increasing damage output against them by +50%.

* ◈ Projectiles +1, Consumption +100% increases damage output by +62%. ● -40% Reload Time increases it to +85%, ● Magazine +60% increases it to +93%. However this may cause fewer single shot to be fired, due to actual magazine not a multiple of 6.
* ◈ *AoE Double Projectile*(full text) only increases damage output of the triple shot by +100%, which only increases overall damage by +27%.
* ◈ *+65% DMG vs any elemental effect*(full text) is decently reliable, it has a 47% chance to inflict Decay each second.
* ◈ *+15% total DMG each elemental effect*(full text) stacks at a decent rate, increasing damage output by up to +100%.
* ◈ +10% Lucky Shot Chance for 3s whenever hit an enemy (up to 150%). stacks at a decent rate.
* ◈ *Elemental orb on crit*(full text) can be used to trigger different fusion effects.

## Notes

* The explosive shot is boosted by skill damage, due to being an explosive. The triple and double shots however are not.

## Trivia

* Being a crossbow, the shot mode can be seen as the number of arrows loaded on the weapon. It will cycle through "three small arrows" -> "two medium arrows" -> "one large arrow" and repeat.
Reasonable Luck

+80% Lucky Shot Chance. But total Lucky Shot Chance won't exceed 150%.

Enhanced ( ??): +80% Lucky Shot Chance.

Reasonable Luck is an Occult Scroll.

Massively increases Lucky Shot Chance, however it cannot go higher than 150% chance. This makes it good with few other bonuses to Lucky Shot Chance, but less useful or even harmful as the total Lucky Shot Chance gets higher.

If your total Lucky Shot Chance is below 150%, taking this scroll will be beneficial, however the scroll starts to lose effectiveness when above 70%, and is negated once it reaches 150%.

If you plan to or already have reached 150%, consider dropping or ignoring the scroll, since it will not offer any further benefits and will instead become harmful.

**Enhanced**: Removed the Lucky Shot Chance cap, letting it remain effective above 150% chance.

## Synergies

### Positive

* Casual Gunsmanship and  Coin Shot increases Lucky Shot Chance. Additionally their own downsides are completely negated.
* Bullet Light increases Lucky Shot Chance. Additionally its own downside is completely negated when hitting enemies.

### Reduced Positive

* Elemental Torment,  Berserk Soul,  Fast-Loader,  Lone Ranger,  Good and Evil,  Ninja's Discipline,  Speedy Pursuit all increase Lucky Shot Chance, however their bonus may be reduced or negated by the 150% Lucky Shot Chance cap.

### Mixed

* Merciless Strike increases Lucky Shot Chance when making a critical hit which may hit the cap, but decreases it when not making a critical hit which may bring it under the cap, letting other bonuses work.

## Update History

* 03/26/2022 update: Enhanced version added.
Magnetic Coil

Every 6s release an electromagnetic pulse that deals 350 Lightning DMG and inflicts the Shock effect. +50 Lightning DMG for each ascension level.

Enhanced ( 100?): Every 6s and every time you deal a crit hit (CD: 1s), you release an electromagnetic pulse that deals 350 Lightning DMG and inflicts the Shock effect. +50 Lightning DMG for each ascension level.

### Unlock

Kill Catfish Man afflicted with Shock 30 times on elite or higher difficulty.

Magnetic Coil is an Occult Scroll.

Every 6 seconds, all enemies nearby are struck by an expanding nova that is guaranteed to inflict the  Shock? effect, increasing damage they take by +10%, while also dealing a small amount of  Lightning? damage on hit. The damage increases for every ascension you obtain.

The scroll can be used to create elemental fusions with elemental weapons of different types.

**Enhanced**: Allows critical hits to create a nova every second, which is independent of the original cooldown.

## Synergies

### Positive

* Crown Prince's  Smoke Grenade will inflict the  Decay? effect.
* Li's  Spiritual Flame and  Blazing Meteor may inflict the  Burning? effect.
* Thorny Carapace may inflict the  Decay? effect on enemies that hit you.
* Blazing Hoop and  Realm of Corrosion inflict  Burning? and  Decay?, respectively. They can be synced up with Magnetic Coil to all activate at once, guaranteeing fusion effects.

### Mixed

* Lightning Enthusiast will inflict  Shock? on yourself after inflicting it on an enemy, which may make you take extra damage unexpectedly.

## Update History

* 11/23/2023 update:
	+ Reduced the unenhanced version's cooldown from 10 seconds to 6.
	+ Added Lightning damage to each hit.
* 06/24/2022 update: Rarity changed from legendary to rare.
Spear-Thrower

> "*A terracotta soldier that was awakened alongside the Horseheads. The throwing spear wielded in his hand is offered limitlessly by the demonic aura.* "
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Spear-Thrower is an enemy found in Longling Tomb.

Spear-Thrower has 2 attacks:

* Throw a spinning spear at the player. This attack is thrown in an arc, and has a small area of effect.
* If the player is too close, they will quickly strike the player in melee with their spear.

Due to the fact that the attacks have an area of effect, dodging them is harder than it may appear. Dashing away from where the spear will land is usually enough to keep out of the damaging area.

### Reincarnation 9

On Reincarnation level 9, Spear-Throwers will throw 3 spears out in a spread, making it significantly harder to avoid getting hit.

## Unlocks

Spear-Thrower will unlock the following items:

* Shrieker: when killed 20 times.
* Fountain of Life: when killed 100 times.

## Trivia

* When shot with a high rate of fire weapon, Spear-Throwers will constantly flinch in an amusing way.
Restless Torrent

### Effect

Shooting and Dashing gain a state, each stack of the state increases Weapon DMG.

### Lv.1

+20% Weapon DMG per stack, up to 6 stacks. Gain 1 stack per shot and per dash. Clears stacks and deducts 5 reserve bullets when shooting at full stacks.

### Lv.2

+30% Weapon DMG per stack, up to 8 stacks. Gain 1 stack per shot and 2 stacks per dash. Clears stacks and deducts 5 reserve bullets when shooting at full stacks.

### Lv.3

+40% Weapon DMG per stack, up to 10 stacks. Gain 1 stack per shot and 3 stacks per dash. Clears stacks and deducts 5 reserve bullets when shooting at full stacks.

Restless Torrent is an Ascension.

Grants stacks whenever you fire a weapon or  Dash. Weapon damage increases for each stack gained, up to a maximum amount of stacks. Shooting at full stacks consumes 5 reserve ammo and clears all stacks.

Stack gain for shooting remains at a constant 1, but stacks from Dashing increases each ascension level. Dash can be used to help get past the lower amount of stacks where the bonus is small, but care should be taken not to use it often at high stacks, causing stacks to reset and ammo to be consumed faster.

The maximum damage bonus is +120%, +240% and +400% for each level, respectively.

Because of the extra ammo consumption when clearing stacks, using a 1 ammo consumption weapon without dashing will result in +71.4%, +55.5% and +45.4% ammo consumption for each level, respectively. Ammo consumption increases when using dash.

## Notable Interactions

* Weapons that have multiple shots per trigger pull, such as  Cavalry and  Talisman ( Weapon Skill?) will gain multiple stacks, and may consume more reserve ammo than expected.

## Notes

* Higher consumption weapons do not increase the reserve ammo consumption, making them ideal choices when firing.
* Ending  Tidal Aspis with Aspis Slam will gain 1 stack due to dealing damage equivalent to a weapon shot. However it does not clear stacks or consume reserve ammo. This lets you keep using Aspis Slam at maximum stacks, without the penalty, making this ascension inferior when actually firing your weapon.
Overloading

Overloading is an Ascension.

Reduces weapon Reload Time. Additionally weapon damage is increased briefly after reloading.

While the weapon damage only works after a reload, the bonus to reload time is **permanent**, letting weapons reload faster regardless of how long it's been since a reload.

## Notable Interactions

* It has **no effect** for weapons that never reload (like  Star Devourer,  Glimmering,  Prism and so on). However during  Dual-Wield, if the other weapon reloads normally, the damage bonus will still apply to both weapons.
* Advanced Depot makes the ascension useless, since weapons no longer need to reload.

## Update History

* 12/30/2021 update: Ascension reworked. (Previous effect: +30%/+45%/+60% RoF for 3s/3s/6s after reloading.)
Pyrodominance

### Lv.3

+120% Fire DMG, and double the DMG caused by Burning Effect and Combustion Effect.

Pyrodominance is an Ascension.

Increases the damage of any weapon, scroll or skill that inflicts  Fire? damage.

The bonus will **not** affect non-fire weapons with the ✦ *Element share*(full text) inscription, even when paired with a fire weapon.

**Level 3 bonus**: doubles the damage of the  Burning? and  Combustion? elemental effects, increasing the damage of Burning to 40% weapon damage per second, and increasing the damage of Combustion to 400% of the hit's damage.
Molten Meteor

### Effect

When Blazing Meteor hits an enemy, DMG of the next weapon shot, up to 3 stacks. Every weapon shot that hits an enemy will reduce stacks by 1.

### Lv.1

+50% DMG for next weapon shot. (Up to 150%)

### Lv.2

+100% DMG for next weapon shot. (Up to 300%)

### Lv.3

+150% DMG and +20% Elemental Effect Chance for next weapon shot. (Up to 450% and 60%, respectively)

Molten Meteor is an Ascension.

After hitting an enemy with  Blazing Meteor, weapon damage for the next shot will be increased, up to 3 stacks.

The actual damage bonus is +40%, +60% and +150% per stack instead of the described +50%, +100% and +150% for each level, respectively. The maximum weapon damage bonus is 120%, 180% and 450%.

Each time a shot hits an enemy it will drain 1 stack, making it more effective when firing at full stacks, to receive the largest bonus. Weapons that have single, powerful shots are also much more effective than fast, weak ones.

**Level 3 bonus**: Also grants +20% elemental effect chance, up to +60%.

## Notes

* Due to an error, the level 3 version is significantly more powerful than the level 1 and 2 versions. It is also the only level with an accurate description.

## Update History

* 10/28/2022 update:
	+ Increased the weapon damage bonus from +40/60/80% to +40/60/150%.
	+ Added +20% Elemental Effect Chance to level 3 effect.
* 08/29/2022 update: Added to the game.
Infinite Magazine

**Infinite magazine** describes the state of *never reloading manually*. Weapons which expend their magazine quickly and have a long reload time profit highly from eliminating manual reloads. This results in a damage boost which is completely independent of weapon damage boosts.

## Sources of Infinite Magazine

Certain effects make it possible to eliminate manual reloading entirely; depending on weapon, this can vastly increase damage output. This can be achieved in three different ways.

### No Magazine Consumption

The magazine will not decrease and not require manual reloading.

* Deft Hands prevents consumption for two seconds after an enemy is killed, which can be refreshed indefinitely.
* Advanced Depot consumes ammo from reserves instead of the magazine.
* Bloody Ammo and  Strive to Survive allow firing with empty magazine. Reloading will only happen with empty magazine when not firing anymore.

### Automatic Refill

The magazine will decrease and increase repeatedly. Manual reloading is only eliminated if ammo is refilled faster than it is used.

* Against the Flow restores 15% of the magazine each second, with at least 1 ammo restored.
* Improved Clip adds ammo to the magazine directly when collected off the ground.
* Genesis may add ammo instead of consuming.
* ● Recover 1 ammo to magazine when triggering Elemental Effect is especially effective for weapons which hit multiple targets, such as  Fire Dragon.
* ● *Ammo and DMG on triple hit*(full text) appears on  Launchers, which can hit multiple targets with every shot.
* ● 50% chance to fill magazine instantly when killing an enemy can be triggered by finishing off enemies with other means, such as skills.

### Special Reload

The magazine will still be filled, but without the lengthy reload animation and does not count as a reload.

* Fast-Loader fully refills when switching weapons. Weapons can be switched twice to keep using the same weapon.
* Skateboarder fully refills after dashing.

## Effects

Without any other upgrades, a weapon usually gains the following damage boost:

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i
n
e

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100
%

{\displaystyle {DPS\%\approx {\frac {RoF\times ReloadTime}{Magazine}}\times 100\%}}

[0R] Has zero reload time, which makes infinite magazine irrelevant.

[HR] Has high reload time, which is eliminated entirely with infinite magazine.

[RA] Fire rate ramps up to full speed after a few shots. This is the best case DPS increase as given infinite shots and a held trigger, the boost in DPS approaches this value.

[CA]  Concealed Ammo? expends its entire magazine and reloads automatically.

[BD] This is a low estimate, as it does not account for more consistently stacking bleed onto the target.

[AV]  Aura of Venom? stops firing after 99 shots, requiring a another click to continue. Therefore this is a best case value.
Peddler

The **Peddler** is a stationary merchant NPC who can appear in normal rooms within each act. They will always appear in a boss stage.

## Offered Items

Buns will heal 30%  Health? like normal buns.  Supplies fully refills Secondary Skills.  Ammo fully refills all ammo types.

3 random weapons will also be for sale. Weapon level depends on the act and stage and are all equal at the same Peddler. They will have inscriptions appropriate for their level.

In Multiplayer, dead players can be revived in the same way an item is purchased.

Each item costs a certain amount of  Copper? based on what the item is and what stage the peddler is in. Buns, supplies and ammo price greatly increases when entering the next act.

Stub*This page is in early access. You can help Gunfire Reborn Wiki by upgrading it!*TODO: Occult Scroll actual price and randomness factor. Player revive cost.

Occult Scrolls can also occasionally be sold if the  Big Box talent is purchased, however they will replace a weapon to do so. Their prices are slightly randomized.

Only up to 1 (2 with  Dazzling Treasures 2) occult scrolls can be sold at once, including any that have been purchased.

## Other Effects on the Peddler

* Dazzling Treasures increases the amount of random weapons and scrolls offered by up to 2, for a total of 5.
* New Look adds an option to refresh all random weapons and scrolls with new ones once per Peddler. If an item was already bought, no replacement is made (except for buns, ammo and supplies, which are always replaced).
* Haggle decreases the cost of all wares by up to -25%.
* On the House sets all item costs to 0 until the first item is bought.
* Refresh Addict allows copper to be spent to restock the Peddler's wares. This includes items already purchased.
* Rational Consumption increases skill damage by +80%, however every purchase from a Peddler decreases this by 5%.
* No Discounts increases the cost of all wares by +20%.
* Occult Booster grants a 20% chance for occult scrolls sold by the Peddler to be enhanced.
* Special Offer decreases the cost of all wares by -25%.
* Mysterious Jokul grants all Peddlers an additional refresh, similar to New Look.
Sabotaged Magazine

20% chance of losing 1 additional ammo in magazine for each shot.

Sabotaged Magazine is an Occult Scroll. It is a Cursed Scroll and cannot be obtained through normal means. Instead it can be obtained when using a Peculiar Chest, rarely from  Curiosity Box, from choices with Interdependent Fortunes, and various other methods.

Each time a weapon is fired there is a 20% chance to consume 1 additional ammo from your magazine. This still triggers even with attacks that do not consume magazine ammo, like the primary fire of  Flowing Light.

On average for most weapons, this is equivalent to a -16.7% decrease in magazine capacity, reserve ammo capacity and ammo recovery.

## Synergies

### Positive

* Tao's  Swords Out will gain Blade Heart stacks 20% faster.
* Elemental Bestowment and  Ammo Recoverer restore ammo, reducing the effects of the scroll.
* Ammo Belt doubles reserve ammo capacity, allowing more ammo to be collected between fights.
* Magic Magazine prevents ammo from being consumed when reloading, decreasing total ammo consumption.
* Genesis grants a chance of adding ammo back into the magazine for each shot, directly countering the scroll.
* Bullet Bank allows other ammo types to fill the held weapon's reserves, reducing the effects of the scroll.
* Evil-Banishing Talisman cancels the effects of all cursed scrolls.
* Evil-Devouring Sword grants +25% weapon and skill damage for each cursed scroll.
* Bloody Ammo allows firing even when the magazine is empty.
* Advanced Depot allows firing from reserves instead of the magazine, ignoring the reduced effective magazine capacity. Ammo is still lost from the magazine, so reloading is still required on occasion.

### Reduced Positive

* Bullet Light consumes ammo from reserves when not triggering Lucky Shots, increasing total ammo consumption further.
* Deft Hands does not prevent the extra ammo consumption.

### Mixed

* Against the Flow restores ammo to the magazine when hitting enemies, but slowly drains reserves when not hitting enemies.
* Good and Evil increases  Shields?/ Armor? by +15 for each cursed scroll owned, but loses its +15% Lucky Shot Chance.

### Negative

* Old Belt decreases reserve ammo capacity by -20%, reducing how much ammo can be collected between fights.
* Cursed Magazine has a 33% chance to double ammo consumption upon reloading, increasing total ammo consumption further.
Luminous Heart

### Lv.3

[Blade Heart] base stack +3, max stack +3. Ammo consumption required to gain a stack -5.

Luminous Heart is an Ascension.

Increases the minimum stacks of Blade Heart you keep after using  Swords Out, and increases the maximum stacks you can reach.

The amount of ammo that's required to be consumed stays the same, regardless of how high the minimum and maximum stacks are.

Most useful for rapidly using Swords Out, since each level increases the minimum number of swords by +50%.

**Level 3 bonus**: reduces the ammo consumption required per stack of Blade Heart from 15 to 10, increasing stacking speed by +50%.
Triple Comeback

-50% Max HP and Max Shield/Armor, but gain 2 extra revives. This occult scroll will be destroyed after the effect ends.

Enhanced ( 160?): Gain 2 extra revives. This occult scroll will be destroyed after the effect ends.

### Unlock

Kill Crossbowman 20 times.

Triple Comeback is an Occult Scroll.

Upon picking up the scroll, your max  Health? and  Shields?/ Armor? is halved, however you also can revive for free twice. This can be used to absorb deaths from hits that would've killed you regardless.

The scroll is destroyed when the second revive occurs, which returns your max Health and Shields/Armor to normal.

This scroll cannot be dropped to prevent exploitation.

**Enhanced**: Removes the -50% Health and Shield/Armor penalty. This effectively turns the scroll into 2 free revives.

## Synergies

### Positive

* Life Guardian will activate first, preserving a use of Triple Comeback for another time.
* Recharge Shot,  Super Charge,  Sword Guard and  Fountain of Life Health and Shields/Armor recovery is unaffected. However increases to max Shield/Armor are still affected as usual.
* Terminal Lucidity becomes easier to activate.
* Safety Measures damage recovery is unaffected.
* Spirit Feline decreases damage taken to 14% of the halved HP and shield, negating the drawback for many attacks. However, attacks that deal damage frequently, such as the Nihilation Monk's, are more dangerous.
* Heavy Burden decreases movement speed by a reduced amount.

### Reduced Positive

* Effects that recover a percentage of Health and/or Shields/Armor will recover half the usual amount, making it harder to stay alive when continuously hit.
* Effects that deal damage based on maximum Health and/or Shields/Armor will be less effective, such as  Nova Release,  Thunder Screen,  Thorny Carapace and  All or Nothing.
* Enduring Caster will increase skill damage by a reduced amount.
* Lifesaver activates before Triple Comeback, causing it to be consumed when you only have 50% max Health and Shields/Armor.

### Negative

* Flesh and Bones receives less total Health than normal, due to the fact that Shields/Armor gets halved, then converted to Health and halved again, resulting in only a quarter max Health from Shields/Armor.
Jet Octopus

> "*Absorb energy from enemies within a cone-shaped area in the front.
> ? Consume energy to shoot water column.*"
>
>
>

Primary fire will hit all enemies within a cone-shaped area in a short distance forward. Each hit adds 1 energy for the  Weapon Skill?, up to 60. This attack consumes 1 ammo regardless of enemy amount hit, though it cannot go through walls and cannot crit.

If you are in Duo Fjord, Jet Octopus receives the Ocean Affinity buff, granting a 20% chance for energy recovery to be doubled.

The  Weapon Skill? takes 0.25s to wind up, then shoots a stream of water straight forward while consuming weapon energy. This attack deals +100% total damage, can land critical hits, and deals damage to all nearby enemies (including the initial target), however only the first hit can crit.

Assuming no critical hits are being applied, this effectively deals 400% damage to the initial target, and 200% damage to other nearby enemies.

## Impactful Inscriptions

* Jet Octopus receives average bonuses from most inscriptions compared to other weapons.

## Ineffective Inscriptions

* **RoF** increases are less effective due to the initial charge time not being reduced.
* **CritX** increases have little effect, as the only hits that can naturally crit is the initial hit with the  Weapon Skill?.

## Possible Exclusive Inscriptions

Jet Octopus is a weapon which has more than one weapon-specific exclusive inscription:

* ◈ 60% chance to restore 1 unit of energy when water column hits the weak point
* ◈ -50% movement speed of enemies hit by water column and +100% Crit hit DMG taken

It may instead have a common inscription:

* ◈ *+65% DMG vs any elemental effect*(full text)
* ◈ +10% Lucky Shot Chance for 3s whenever hit an enemy (up to 150%).

## Notes

* If  Ao Bai uses two Jet Octopuses during  Dual-Wield, primary fire will use the primary fire of both weapons, while the  Weapon Skill? will shoot both water columns. In this case, the weapon energy of both weapons are combined and used together.

## Update History

* 08/25/2023 update: Add special behavior when dual-wielded.
* 06/30/2023 update: Increased RoF from 3 to 4. Weapon Skill charge time decreased from 0.5s to 0.25s.
* 06/01/2023 update: Added to the game.
Old Battle Boots

+100% DMG taken from Traps and -10% Movement Speed.

Old Battle Boots is an Occult Scroll. It is a Cursed Scroll and cannot be obtained through normal means. Instead it can be obtained when using a Peculiar Chest, rarely from  Curiosity Box, from choices with Interdependent Fortunes, and various other methods.

The movement speed decrease may make some platforming vaults more difficult to complete, preventing you from acquiring more occult scrolls. Consider choosing a scroll increasing movement speed as soon as possible, or asking for one from a teammate in multiplayer.

## Synergies

### Positive

* Any movement speed increase will help counter the effects.
* Snow Boots will ignore the movement speed penalty and halves damage from traps, effectively disabling the scroll.
* Advanced Joggers,  Magic Watch and  Propulsion Device can help offset the movement speed penalty with dashes.
* Evil-Banishing Talisman cancels the effects of all cursed scrolls.
* Evil-Devouring Sword grants +25% weapon and skill damage for each cursed scroll.

### Reduced Positive

* Heavy Shield will slow you down even further briefly after being hit, but may still negate any extra hits.

### Mixed

* Good and Evil increases  Shields?/ Armor? by +15 for each cursed scroll owned, but loses its +15% Lucky Shot Chance.
* Corrosion Enthusiast will slow you down even more when under Decay effect. However if the negative effect is ignored, Decay will make you move faster.

### Negative

* Heavy weapons that decrease movement speed will make dodging enemy attacks even harder.
* Heavy Burden reduce movement speed even further based on maximum Health and Shields/Armor.
Last Breath

Last Breath is an Ascension.

Increases the base damage of  Leap and reduces it's cooldown for every enemy it kills.

The base 500 damage (800 with  Black Belt), 15s cooldown of  Leap can be increased to 1200 damage with  Skill Enhancement and 11,3s with  Efficient Casting. To Last Breath further improves both:

* Lv.1 increases damage to 3600 and resets the cooldown if it kills 11 enemies.
* Lv.2 increases damage to 6000 and resets the cooldown if it kills 5 enemies.
* Lv.3 increases damage to 8400 and resets the cooldown if it kills 1 enemy.

**Level 3 bonus**: Leap can continuously be used as long as it kills at least 1 enemy each time, allowing massive amounts of damage in a very short time against groups.

## Notable Interactions

* Energy Storage grants +1 Leap capacity, however kills will only recover 1 use on their own, regardless of the number of enemies killed.

## Update History

* 11/18/2021 update: Name changed from To Last Breath to Last Breath.
Stormy Riptide

This term has been removed, for alternative, see also  Gradual Progression

### Effect

For every consumed use of Striking Punch, recovers duration of Tidal Aspis when shielded (every recovery shortens max duration) and reduce remaining cooldown when unshielded.

### Lv.1

-0.5s remaining cooldown, and recover 0.5s duration.

### Lv.2

-1s remaining cooldown, and recover 1s duration.

### Lv.3

-1.5s remaining cooldown, and recover 1.5s duration. Both bonuses will double if an enemy is killed by Striking Punch.

Stormy Riptide was an Ascension that was removed from the game in the August 25th, 2023 update.

If  Tidal Aspis is active, using  Striking Punch will recover some duration, based on number of consumed uses. If it is not active, you reduce Tidal Aspis's cooldown instead.

The maximum duration of Tidal Aspis decreases slightly each time you recover duration, preventing the ability to keep the Tidal Aspis up forever by repeatedly punching.

**Level 3 bonus**: the bonus duration or cooldown reduction is doubled if Striking Punch kills an enemy.

## Notable Interactions

* Anything that increases the amount of secondary uses consumed also increase how rapidly you can recover duration/cooldown. This includes  Untold Effort and  Clumsy Throw.
	+ Of particular note is  Wave-breaking Blow, since it can consume up to 5 uses per punch. An especially powerful effect is that it recovers consumed uses when **not** hitting enemies. This allows you to extend duration or reduce cooldown by massive amounts for free.
	+ However anything that *reduces* secondary use consumption will lower how rapidly you can recover duration/cooldown. This includes  Enhanced Double Exhilaration and  Enhanced Untold Effort.  Dark Tide does not count, since it recovers consumed uses.

## Update History

* 08/25/2023 update: Removed from the game. Icon is now used for  Gradual Progression.
Sharpshooter

### Effect

+30% RoF and Accuracy while dual-wielding. When dual-wield ends, -1s next dual-wield cooldown for every 1s of remaining duration.

Sharpshooter is an Ascension.

Rate of Fire and Accuracy are increased while  Dual-Wielding.

Additionally, if Dual-Wield is ended early (such as by switching to a weapon that cannot apply to Dual-Wield like  Foundry, or pressing the Interrupt Charging key (default Middle Mouse Click)) the remaining duration will be used to recover the cooldown instead.

The refunded cooldown can be extremely useful when you only need a short time of Dual-Wielding, with the rest normally being wasted.

## Notable Interactions

* With high enough remaining duration (with  Battle-Tested) and/or low enough cooldown (with  Efficient Casting,  Ancient Timer,  Field Proficiency and  Weapon Genius) it is possible to instantly recover the cooldown by cancelling Dual-Wield after a certain amount of time has passed, granting effectively infinite Dual-Wield as long as it can be properly managed. This can be especially effective with  Golden Comeback which refreshes every time Dual-Wield is started, granting permanent immunity to lethal damage with proper use.

## Update History

* 12/30/2021 update: Ascension completely reworked. (Previous effect: Starting Dual-Wield instantly reloaded both weapons. -50% reload time during Dual-Wield.)
Missile Storm

### Effect

Increase attack speed of Iron Wing - Fire Mode. After Nona or Iron Wing launches a missile, increase DMG of the next missile from the other one.

### Lv.1

+40% Attack Speed, +50% DMG of the next missile. (Up to 5 stacks)

### Lv.2

+80% Attack Speed, +100% DMG of the next missile. (Up to 5 stacks)

### Lv.3

+120% Attack Speed, +150% DMG of the next missile. (Up to 10 stacks)

Missile Storm is an Ascension.

Stub*This page is in early access. You can help Gunfire Reborn Wiki by upgrading it!*TODO: Does the damage bonus have a duration, or how else does it reset?
Increases the attack speed of  Iron Wing when in Fire mode. Additionally, if Nona fires a  Hardwood Missile, the next missile from Iron Wing will deal increased damage, and vice versa. This bonus stacks several times.

The second bonus encourages synergy between both characters, where they both shoot missiles at the same time for greatly increased damage.

**Level 3 bonus**: Maximum stacks increases from 5 to 10.