recursal/Fanatic-Fandom huggingface dataset:
Catfish Grunt

> "*Not proficient in escaping, the Catfish Ninjas toss shurikens while hiding behind the shell of the Clam Spirit.*"
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Catfish Grunt is an enemy found in Duo Fjord.

Their only attack is to fire several electric arrows that deals  Lightning? damage.

Catfish Grunt always appear with a physical shield, which is capable of blocking attacks. Taking damage to the shield may stagger them, making them vulnerable for a short time. Unlike Shielded Crossbowmen, the shield is indestructible. Repeatedly hitting it is a waste of time.

Weapons with piercing or explosion AoE will ignore the physical shield. If using a weapon that's highly accurate, critical hits can easily be landed while avoiding the shield.

### Reincarnation 9

On Reincarnation level 9, hitting the shield of a Catfish Grunt will trigger a projectile to home in on the player, dealing additional damage.

## Unlocks

Catfish Grunt will unlock the following items:

* Bullet Light: when killed 30 times.
* Scalpel: when killed 60 times.
Cateye Sight

-1x Weapon CritX.

Cateye Sight 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 decrease in CritX reduces the damage of critical hits. This has the biggest effect on weapons with low CritX, which may end up dealing the same damage as normal hits.

If both weapons have the ✦ *CritX share*(full text) inscription, both weapons receive -2.0 CritX instead.

## Synergies

### Positive

* Brutal Gloves increases damage when not landing critical hits.
* Evil-Banishing Talisman cancels the effects of all cursed scrolls.
* Evil-Devouring Sword grants +25% weapon and skill damage for each cursed scroll.
* Glazed Sight will counter the effects.

### Reduced Positive

* Wait For Good and  Deadly Counter guaranteed critical hits are less effective.
* Penetration Bullet is less effective at directly damaging  Health?.
* Merciless Strike is less effective when landing critical hits while also lowering Lucky Shot Chance on normal hits.

### Mixed

* Good and Evil increases  Shields?/ Armor? by +15 for each cursed scroll owned, but loses its +15% Lucky Shot Chance.
* Hawkeye Sight will counter the effects, but also lowers the damage of normal hits.

## Update History

* 04/29/2021 update: Changed from -50% accuracy to -1.0 CritX.
Force Recovery

### Effect

Increase Hardwood Missile capacity. Iron Wing launching missiles will restore Hardwood Missile uses.

### Lv.1

+4 Capacity. Restore 1 use of Hardwood Missile after Iron Wing launches 5 missiles.

### Lv.2

+8 Capacity. Restore 1 use of Hardwood Missile after Iron Wing launches 4 missiles.

### Lv.3

+12 Capacity. Restore 1 use of Hardwood Missile after Iron Wing launches 3 missiles. When the number of uses is full, the next missile by Iron Wing will consume 1 use and increase total DMG by 60%.

Force Recovery is an Ascension.

Increases  Hardwood Missile capacity. Additionally, a use of Hardwood Missile gets recovered every time  Iron Wing fires several missiles when in Fire mode.

With high missile attack speed for Iron Wing such as  Missile Storm and reduced secondary skill consumption such as  Heavy Modification, it can become very easy to not run out of uses.

**Level 3 bonus**: If Hardwood Missile uses are full, Iron Wing instead consumes 1 use to deal +60% total damage with its next missile. This gives a purpose to recovered uses that would otherwise be wasted.
Elite Lizard

> "*Sand Lizard Priest. Its superb magic proficiency allows it to use multiple orbs at the same time. It also loves to summon giant fireballs with its chant. Naturally, it inherited the same habit of collecting skulls.*"
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Elite Lizard is an enemy found in Anxi Desert. It is the elite version of the Fire Lizard.

Elite Lizard has 4 attacks:

* Charge up very slowly before launching a massive fireball with a huge area of effect, dealing extreme  Fire? damage.
* Charge up briefly before throwing a pair of corrosive orbs at the player in an arc, dealing  Corrosion? damage upon contact. Hitting the ground will leave a pool of corrosive goo.
* If the player is close enough, they will throw a fire orb with a shorter charge time.
* If the player is too close, they will strike them in melee with their staff.

Elite Lizards are vastly more dangerous than their normal counterparts, due to their multiple elements, increased area denial with corrosive pools and massive fireball attack. They are often accompanied by more Fire Lizards, making moving about even more hazardous.

The massive fireball attack is blocked by solid objects such as tall rocks. Hiding behind one at a far enough distance will protect you completely.

If you are at close range to the Elite Lizard, they will only use their quick fire orb and melee attack, which can make the fight significantly easier, since the other 2 attacks are far more dangerous.

## Unlocks

Elite Lizard will unlock the following items:

* Crimson Firescale: when killed 3 times.
Game Modes

Game Modes are optional additional ways to play the game that may make runs easier, harder or both.

## Daily Challenge

*Main:* Daily Challenges
Daily Challenge is only accessible after reaching Talent level 35. Daily Challenges are events that put players into a special version of a run by giving them various effects depending on the challenge.

## 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.

## Spiritual Assault

*Main:* Spiritual Assault
Spiritual Assault is only accessible after reaching Talent level 60. It puts you in a location different from the main game and has you fight against waves of incoming enemies, with a boss at the end.

## Update History

* 11/24/2022 update: Added Spiritual Assault to the game.
* 08/29/2022 update: Added Bizzare Dream to the game.
* 11/26/2020 update: Added Daily Challenge to the game.
Coin Shot

+30% Lucky Shot Chance by consuming 2 copper when you land a shot. Copper spent will be refunded if you successfully trigger a Lucky Shot.

Enhanced ( 60?): Consume two coins on each hit with +60% total weapon DMG (Can't be triggered when you don't have any copper). Killing an enemy in 5 hits refunds all Copper spent on the enemy. Triggering a Crit Hit/Lucky Shot/Elemental Effect does not consume any copper.

### Unlock

Kill Ichthyosaurus Offspring 1 time on elite or higher difficulty.

Coin Shot is an Occult Scroll.

Increases Lucky Shot Chance, but every time a shot hits an enemy and doesn't trigger any Lucky Shots, 2  Copper? is consumed.

The scroll provides no bonus when you have less than 2 copper.

As long as at least 1 hit for an entire shot triggers a Lucky Shot, no copper is consumed.

Since copper is only taken when not triggering a Lucky Shot, it is not refunded and cannot be influenced by increases to Copper gains, such as  Money Maker or  Devil's Covenant.

**Enhanced**: Increases weapon damage by +60% **multiplicatively** instead of Lucky Shot Chance by +30%, and consumes copper for each hit instead of each shot. Triggering a critical hit, lucky shot or elemental effect will not consume copper for that hit. This allows weapons that can always lucky shot, always critically hit (Such as with ◆ When scope is on for 0.5s, hits deal Crit DMG) or always inflict elemental effects (Such as with  Elemental Weave) to never consume copper.

Additionally, killing an enemy within the first 5 hits will refund any copper spent on them, which can be affected by increases to Copper gains, resulting in small amounts of profit every now and then.

## Synergies

### Positive

* Any weapon with low rate of fire, high projectiles and high weapon damage, to ensure killing enemies in as few shots as possible.
* On the House makes the first Peddler item free, increasing the amount of copper you keep.
* Preemptive Strike and  Ninja's Discipline increase damage for single shots.
* Hidden Treasure grants copper from breaking objects, reducing the effect of copper consumption.
* Wait For Good and  Deadly Counter will occasionally guarantee critical hits, reducing the number of shots to kill an enemy.
* Fish or Bear Paw doubles hits with weapons, doubling the possibility that a Lucky Shot is triggered.
* Extravagant Consumption grants a damage bonus based on copper spent.

### Reduced Positive

* Unfettered Will loses effectiveness as copper held decreases.

### Negative

* Any weapon with high rate of fire or projectiles, or low weapon damage, which deals or requires more shots, consuming more copper.
* No Discounts increases Peddler costs, lowering the amount of copper you have even further if used.
* Arms Trafficker increases Craftsman upgrade costs, lowering the amount of copper you have even further if used.

## Update History

* 11/18/2021 update: Scroll changed from +60% weapon damage, but lose 2 copper every hit, to +30% Lucky Shot Chance, but lose 2 copper every shot if you don't trigger a Lucky Shot.
Energy Overload

Energy Overload is an Ascension.

After using either Mecha Drop or Redeployment with  Iron Wing, weapon and skill damage increases for a short time. The bonus for skill damage is doubled.

**Level 3 bonus**: Bonus duration increases to 12s.

## Notable Interactions

* Launchers and other weapons that can cause an  Explosion? will only benefit from the lower weapon damage bonus, and not the higher skill damage bonus.
Energy Echo

### Effect

Energy Orb applies the same Elemental Effect as your weapon to all enemies it hits at a 100% chance.

Energy Echo is an Ascension.

The damage type of  Energy Orb changes to match the element of the currently equipped weapon, and guarantees that it will inflict the elemental effect of the same type as the weapon.

This can allow  Energy Orb to guarantee fusion effects against enemies already under a different elemental effect.

Equipping a weapon with non-elemental damage will cause the ascension to have no effect.

Only the innate element of the currently held weapon is taken into account. ✦ *Element share*(full text) has no effect, and Energy Orb does not apply off-hand weapon's element upon hit.
Deft Hands

Shooting won't consume any ammo for the next 2s after killing an enemy or destroying an item.

Enhanced ( 80?): Shooting won't consume any ammo for the next 4s after killing an enemy or destroying an item.

### Unlock

Kill Desert Coyote 20 times.

Deft Hands is an Occult Scroll.

After killing an enemy or destroying a breakable object such as a pot, barrel or crate, no ammunition will be consumed from the magazine for 2 seconds.

Kills can be chained together to repeatedly extend the duration, allowing clearing of entire rooms with 1 magazine if kills are made quick enough.

**Enhanced**: Increased the effect duration from 2 seconds to 4 seconds.

## Synergies

### Positive

* Weapons with high Rate of Fire or low Magazine Capacity, such as  Angelic Aura,  Aura of Venom,  Illusion and  Wild Hunt are most effective with the scroll.
* Perfect Sixth and  Improved Clip bonuses lasts longer before reloading.
* Genesis and  Against the Flow has its effects extended by Deft Hands.
* Bloody Ammo does not deal damage if ammo is not being consumed.
* Merciless Combo increases weapon damage for every hit made in a short time, encouraging constant damage as well.
* Inferior Magazine,  Old Belt and  Cursed Magazine have their effects reduced.

### Reduced Positive

* Wait For Good and  Ninja's Discipline do not get as much time to become active from constant kills.
* Magic Magazine and  Tactical Reload activate less often from less reloads. However boosted magazine from  Magic Magazine can be kept longer.
* Bullet Light extra ammo consumption ignores Deft Hands.
Flare Calling

### Lv.3

Cast Blazing Meteor twice. If the current shot inflicted Burning Effect, there is a chance to cast a Spiritual Flame at the target, based on the weapon's Elemental Effect Chance. (CD 1.5s)

Flare Calling is an Ascension.

Shooting an enemy with a weapon will cast  Blazing Meteor on them, with a cooldown between casts.

Level 1 will only cast Blazing Meteors with 50% damage. Level 2 returns it to full damage, and level 3 will cast 2 meteors at once.

While effective for dealing extra damage and inflicting  Burning?, it can also be useful for recovering energy for  Spiritual Flame or staggering troublesome enemies that you cannot normally reach with the skill.

**Level 3 bonus**: If the shot inflicted Burning, there is a chance based on the weapon's elemental effect chance to also cast an evolved Spiritual Flame at the enemy. The Spiritual Flame only has 30 energy, preventing it from becoming a firefox with  Firefox Blessing 2.

This Spiritual Flame can also trigger  Flame Forged.

The weapon does not need to be  Fire? elemental to trigger Spiritual Flame. Having another method of inflicting Burning with the weapon's hit, such as ✦ *Element share*(full text) with a Fire elemental offhand or  Enhanced Elemental Torment will work.

## Update History

* 10/28/2022 update: Cooldown of Level 1 changed from 2.5s to 1.5s.
* 08/29/2022 update: Added to the game.
Dragons

**Dragons** were reptilian creatures that dwelled on the Floating Islands of Perelandra. They were a herbivorous species and are described as "*a creature of the lizard type, about the size of a St Bernard dog, with a serrated back*" and having "*two shining reptilian wings-bluish gold and bat-like*", and "*with scales of red gold*" and an "*almost white belly*".

Even though Perelandra is a kind of second Eden, and Tinidril a second Eve, Perelandran dragons were not evil. In fact, like the rest of Perelandra's wildlife, dragons were good natured and one even allows Ransom to stroke it. Their temperament was something like a friendly dog.

## Quotations

*He [Ransom] was startled from his meditation by the physical discomfort of some weight on his knees. The dragon had lain down and deposited its long, heavy head across them. "Do you know," he said to it in English, "that you are a considerable nuisance?" It never moved. He decided that he had better try and make friends with it. He stroked the hard dry head, but the creature took no notice. Then his hand passed lower down and found softer surface, or even a chink in the mail. Ah ... that was where it liked being tickled. It grunted and shot out a long cylindrical slate-coloured tongue to lick him. It rolled round on its back revealing an almost white belly, which Ransom kneaded with his toes. His acquaintance with the dragon prospered exceedingly. In the end it went to sleep.*"

## See also

* Fish
* Frogs
Bandit Retainer

> "*Although it has no idea about the art of war, it has erratic skills. Bandit Retainers have just as good eyes as tacticians and enjoy attacking enemies remotely.*"
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Bandit Retainer is an enemy found in Anxi Desert.

Bandit Retainers have 2 attacks:

* Aim their gun at the player and fire several bullets in quick succession. These bullets will home in on the player, following them as they move. The bullets move at a slow speed however, and moving to the side is usually enough to avoid them.
* If the player is too close, they will strike them in melee with their gun, shoving them back slightly.

Bandit Retainers will move about occasionally between shots, often leaping onto higher locations for better observation. If they feel threatened they will teleport, reappearing a short distance away. They are capable of teleporting several times in quick succession.

Due to their long range attacks, teleportation and somewhat hard to hit weak spot, Bandit Retainers can prove troublesome when landing critical hits. They will stand still when aiming their gun to fire, giving the player a good opportunity to shoot them back.

Killing them before their bullets reach you will cause the bullets to disappear, saving you the trouble of having to dodge them.

### Reincarnation 9

On Reincarnation level 9, Bandit Retainer projectiles move faster, giving less time to react to them, but making it easier to dodge since the homing ability has less time to turn.

## Unlocks

Bandit Retainer will unlock the following items:

* Dormant Bullet: when killed 20 times.
* Golden Bow: when killed 40 times with a critical hit.

## Notes

* Though it doesn't look like it, Bandit Retainer does have an entry in the logbook, located within the Bandit Tactician entry.
Bolt From the Blue

### Effect

+3s [Fatal Current] duration, and grants an additional +50% Skill DMG. While [Fatal Current] is active, every time you trigger a Shock effect, you will summon a thunderbolt to strike the affected enemy.

Bolt From the Blue is an Ascension.

The duration of  Fatal Current is increased by 3 seconds, and the skill damage it grants is increased to 100%, further boosting  Chain Lightning when it's active. Additionally triggering  Shock? with Chain Lightning or anything else will deal extra DMG in the form of a thunderbolt.

Due to how Fatal Current ends upon shooting an enemy, triggering Shock this way is ineffective.  Thunder Screen and  Magnetic Coil will still Shock enemies, making it more effective to have them.

## Notable Interactions

* Energy Sandals,  Skill Booster and  Untold Effort do not increase the damage of the thunder, only the initial Chain Lightning.

## Update History

* 12/30/2021 update: Added +3 seconds to Fatal Current duration.
Energetic Spirit

### Lv.3

+120 max energy. +200% recovery speed. Spiritual Flame can exceed 60 energy consumption, and for every additional 30 energy consumed, +0.5% DMG bonus to the current Spiritual Flame for all energy points consumed.

Energetic Spirit is an Ascension.

Increases the maximum amount of energy you can have at once, and also increases how fast energy is recovered over time.

Because energy recovered over time is based on a percentage of maximum energy, the amount recovered per second increases more than expected, effectively gaining +260%, +620% and +980% recovery speed when compared to default for each level, respectively. This is equivalent to reducing the cooldown from 60 seconds to 16.6s, 8.3s and 5.5s, or a -72.2%, -86.1% and -90.7% cooldown reduction when not taking other recovery sources into account.

**Level 3 bonus**: the maximum energy consumption of 60 is removed, allowing you to consume up to 180 energy in a single cast. Additionally, every 30 energy consumed beyond 60 (90, 120, 150 and 180) increases the damage bonus that each energy point grants by +0.5%, up to +2%.

## Notes

* Despite the base energy recovery supposedly being 1.2 per second (2% of 60), it is actually only 1 per second. Energetic Spirit fixes this issue, increasing it to 3.6 (3% of 120), 7.2 (4% of 180) and 10.8 (6% of 180) per second.
Elite Lobster

> "*Rare individuals among Arrogant Lobsters, which can launch continuous attack through their claws.*"
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Elite Lobster is an enemy found in Duo Fjord. It is the elite version of the Arrogant Lobster.

Elite Lobster has 2 attack patterns:

* Crouch down and shoot a barrage of 8 fireballs with slight homing ability at the player, dealing  Fire? damage. These fireballs create pools of fire that deal constant  Fire? damage. The barrage is aimed lower compared to Arrogant Lobsters, requiring less time to hit the player. The barrage is ended with a giant fireball with a massive explosion AoE that is aimed higher.
* Aim its claws and shoot a constant barrage of energy projectiles at the player.

Elite Lobster does not move very much and is a large enemy, making hitting them easy. However its constant attacks can make it hard to fight back.

When first appearing (or when the player is first seen, if re-entering the fight) a series of fireballs will rain down from above in an area around the player, each one marked with a red indicator. Immediately moving is necessary to avoid getting hit.

Normally they will only use their fireball barrages. While doing so, its mortar cannons will have an indicator appear on each of them, showing the player that they can be targeted as well.

Targeting the mortars (whether they're being fired or not) and dealing enough damage to them will cause them to break down temporarily, preventing further shots. If at least 1 mortar is broken when the Elite Lobster prepares its next fireball barrage, the Elite Lobster will fire the energy barrage from its claws instead. Breaking both mortars while they're being fired will end the attack early and cause the Elite Lobster to stagger.

## Unlocks

Elite Lobster will unlock the following items:

* Dual Fang: when killed 1 time.
* Take It All: when killed 3 times.

## Tips

* Solid cover such as rocks can block both its fireballs and energy projectiles, however the massive explosion AoE fireball may still reach.
* Elite Lobster fireballs can be shot down, however due to the low arc of the fireballs, the amount fired and how quickly they can reach the player, it may be better to just take cover or disable the mortars instead.
	+ Unless you have extremely high movement speed or can tank hits, it is heavily advised to shoot down the giant fireball. This can be difficult to do, due to its disproportionately small hitbox. Shooting at its center straight on will give you the highest chance to destroy it. Running while shooting is not recommended, as you may not be able to move fast enough to escape its AoE regardless.
Fate Thread

### Effect

Increase the capacity of slots. If Falling Star is an Impure Astrohouse, replace the lowest quality Astroaspects with Wild Astroaspects; If Falling Star is not an Impure Astrohouse, increase skill damage.

### Lv.1

+1 capacity. Replace 1 Astroaspect. Increase skill damage by 45%.

### Lv.2

+2 capacity. Replace 2 Astroaspects. Increase skill damage by 90%.

### Lv.3

+3 capacity. Replace 3 Astroaspects. Increase skill damage by 150%.

Fate Thread is an Ascension.

Increases Astrohouse slot capacity. Additionally, when casting  Falling Star if the Astrohouse is Impure, some of the lowest quality Astroaspects are replaced with Wild ones; but if the Astrohouse is not Impure, increase skill damage of this use of Falling Star instead.

While the increased slot capacity may look bad at first, it is countered by how it replaces Astroaspects to create a pure Astrohouse, resulting in higher damage of Falling Star on average.

Increased Astrohouse slot capacity also benefits  Endless Stardome,  Persistence and  Arcane Shot, as they receive bonuses based on slot amount.

## Update History

* 06/30/2023 update: Effect "chance to replace more Astroaspect" changed into "increase Falling Star damage if Astrohouse is not Impure".
* 06/01/2023 update: Added to the game.
Acts

Acts are different locations that the heroes must travel through on their journey.

Each act looks very differently from each other, including it's number of stages, the layout of rooms for each stage, the various  Vaults and challenge events, and the various enemies and bosses that inhabit the act.

In every act there is a small starting stage, which gives you a chance to prepare and rest. Every starting stage beyond act 1 will also allow you to fully heal and revives dead teammates, and allows you to save and quit the run to continue it later.

At the end of every act a boss will be chosen to be fought against, randomly selected from the different bosses of the act. By default, only 1 boss is available per act, but more can be unlocked throughout runs.

## Act 1: Longling Tomb

Longling Tomb is a vast structure constructed out of stone bricks, however the place has fallen into disrepair due to lack of maintenance, causing many holes to appear in the walls and ceiling. Broken rubble can be found scattered all over the place.

There are 4 regular stages in Longling Tomb.

*Main: Longling Tomb*

## Act 2: Anxi Desert

Anxi Desert is a hot, scorched desert containing large amounts of sand and sandstone boulders. Bones of long deceased creatures can be seen scattered about the place. As you progress you come across sandstone buildings inhabited by bandits, crumbling from damage.

There are 3 regular stages in Anxi Desert.

*Main: Anxi Desert*

## Act 3: Duo Fjord

Duo Fjord is a variety of locations ranging from a valley, a burning village and a beach, which are traveled through during a rainstorm at night.

There are 3 regular stages in Duo Fjord.

*Main: Duo Fjord*

## Act 4: Hyperborean Jokul

Hyperborean Jokul is an optional act located on a massive snowy mountainside, which you climb up as you progress.

There are 2 regular stages in Hyperborean Jokul.

*Main: Hyperborean Jokul*
Critical Cudgel

### Lv.3

35% Crit Hit chance. Every level of the held weapon increases Crit Hit chance by 1%.

Critical Cudgel is an Ascension.

Grants a chance that cudgel hits from  Soul Strike and other sources will deal a critical hit.

A cudgel's CritX is based on the weapon held, making  Snipers very effective at increasing the damage further, on top of granting their own bonus to critical hits.

A sniper's own 40% chance to critical hit does not stack with Critical Cudgel, resulting in slightly diminished returns when using them both. The "unable to crit" chance is multiplicative. For example, level 1 would result in about 49% (1 - (1 - 0.4) \* (1 - 0.15)) chance, not 55%.

Alternatively, weapons that have low CritX but high damage such as  Launchers and  Melee Weapons can be used instead, if you have ways to increase their CritX such as  Glazed Sight.

**Level 3 bonus**: crit chance is increased by an additional 1% for every level your currently held weapon has. This makes having a high level weapon especially effective, though going beyond level 65 (an unreasonably high number most of the time) will have no effect.
Elite Beetle

> "*Aberrations among Horned Beetles, whose mutations enable them to absorb even more evil energy to become humongous and resilient.* "
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Elite Beetle is an enemy found in Longling Tomb. It is the elite version of the Horned Beetle.

Elite Beetle's only attack is to charge up briefly before rushing forward, hitting the player if they do not move out of the way in time.

Every now and then Elite Beetles will summon a swarm of Horned Beetles to assist them.

Elite Beetles are massive enemies with high amounts of  Health? and due to their small eyes being their weak spot they often take a lot of hits before dying. However their attack is easy to avoid most of the time and their summons are weak, allowing you to easily take care of them with enough patience.

## Unlocks

Elite Beetle will unlock the following items:

* Fight for Immortality: when killed 5 times.
Field Support

While the holder is moving, +15% weapon damage for yourself and your teammates within 15m. (Only available in multiplayer)

Enhanced ( ??): While the holder is moving, +30% weapon damage for yourself and your teammates.

### Unlock

Unlocked by default.

Field Support is an Occult Scroll. It is exclusively dropped when playing in Multiplayer.

As long as you are moving, all nearby teammates will receive +15% weapon damage. Standing still disables the bonus.

**Enhanced**: Increased the weapon damage bonus from +15% to +30%. Removed the range limit, letting it apply to all teammates regardless of distance.

## Synergies

### Positive

* Flowing Wind decreases damage taken by up to -20% when moving.

### Reduced Positive

* Rock-Hard Determination becomes less effective when moving.

## Update History

* 06/24/2022 update: Rarity changed from rare to normal.
* 01/21/2022 update: Enhanced version added.
Eagle Eye

### Effect

Each Crit Hit with a pistol guarantees a Crit Hit of the next weapon shot that does not hit a weak spot (up to 10 stacks). When at 10 stacks, +50% Weapon and Skill DMG.

Eagle Eye is an Ascension.

Stub*This page is in early access. You can help Gunfire Reborn Wiki by upgrading it!*TODO: Do the stored crits work on other weapons? Does it still consume a stack if you don't hit a weak spot while another effect guarantees a crit hit? Does each stack apply per hit, or per shot?
When using a  Pistol, every critical hit will stack a guaranteed critical hit for the next shot that does not hit a weak spot. Up to 10 shots can be stacked.

If 10 shots are stacked, you also gain +50% weapon and skill damage.
Epic Swordcraft

Epic Swordcraft is an Ascension.

Increases the base damage of all flying swords.

This includes flying swords **not** from  Swords Out, such as from  Blade of Bloom and  Empathy with Sword.

While it provides a higher effective damage bonus than  Sword Shadow and  Luminous Heart, it also does not provide any extra bonuses that they do, such as a higher number of flying swords boosting  Sword Enthusiast or higher Blade Heart stacks boosting  Swordsman.

However, all 3 ascensions are multiplicative with each other, so having a spread of Epic Swordcraft, Sword Shadow and Luminous Heart can be better than Epic Swordcraft alone.
Catfish Warrior

> "*The pride of Catfish Warriors makes them to prefer swords rather than guns.*"
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Catfish Warrior is an enemy found in Duo Fjord.

Their only attack is to strike you in melee. Due to this, they will always charge straight towards you.

Simply keeping your distance from them is enough to stay out of harm's way. Using  Corrosion? weapons can help deal with the  Armor? faster.

### Reincarnation 9

On Reincarnation level 9, Catfish Warrior attacks more frequently, and has a 100% chance to inflict an Elemental Effect. Additionally they become completely immune to damage when dodge rolling.

## Unlocks

Catfish Warrior will unlock the following items:

* Normal Ammo (Scroll): when killed 30 times.
* Ostrich Rider: when killed 50 times on elite or higher difficulty.
Dual-edge

Gain 1% DMG dealt and -0.2% DMG Resistance for each enemy you defeat.

Enhanced ( 100?): Gain 1% DMG dealt and -0.2% DMG Resistance (up to -20% DMG Resistance) for each enemy you defeat.

### Unlock

Unlocked by default.

Dual-edge is an Occult Scroll.

For every enemy killed, damage dealt is increased by +1%, while damage resistance is decreased by -0.2%. For example, at 100 kills you will deal +100% damage, but have -20% resistance.

Kills are only counted after the scroll is picked up. Discarding the scroll and picking it up again will reset stacks back to 0.

Enemies that are constantly summoned can be used to farm stacks to gain massive amounts of damage dealt, but also massive amounts of damage taken.

In multiplayer, only final blows dealt by you count.

**Enhanced**: The decreased damage resistance is capped at -20%, or 100 kills. Further kills will keep increasing your damage, but not decrease your resistance.

## Synergies

### Positive

* Spirit Feline decreases damage taken to a maximum of 14% of total Health and Shields/Armor, which can negate the increased damage.

## Notes

* Buying Enhanced Dual-edge from the Phantom Peddler will *not* drop/reset stacks if you already have a Non-enhanced version of dual-edge.

## Trivia

* The maximum amount of Dual-edge stacks that can be achieved is 65,535.

## Update History

* 10/21/2023 update: Changed from +0.2% DMG Taken to -0.2% DMG Resistance.
Elite Arsonist

> "*Elite outlaws who love poison more than flames. Their larger frames haven't diminished their nimbleness one bit.*"
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Elite Arsonist is an enemy found in Anxi Desert. It is the elite version of the Rogue Arsonist.

Elite Arsonist has 4 attacks:

* When approaching the player, release a constant stream of acid towards them in a short range. This attack can deal extremely high  Corrosion? damage over time.
* When standing still, release a constant stream of acid towards the player, moving the stream back and forward in a sweeping motion.
* If the player is too close, they will strike them in melee with their gun, shoving them back slightly.
* If the player is out of reach of their chemical thrower and melee attacks, they will fire 3 corrosive balls directly at the player.

Elite Arsonists are even larger and more powerful than their regular counterparts and are extremely dangerous up close. Their massive size doesn't make them slow however, as they can easily travel across the room in order to reach the player. Due to their increased  Health? and  Shield?, taking them out quickly before they can reach you may not be an option.

Their chemical thrower attacks can inflict  Decay? which will slow you down, making it even harder to get away from them.

Elite Arsonists carry a barrel on their back that kills them when it takes too much damage, similar to their regular counterparts. However it has much higher health in comparison, making it an ineffective strategy to kill them this way.

## Unlocks

Elite Arsonist will unlock the following items:

* Talisman: when killed 5 times.

## Tips

* Keep moving away from them to stay out of the range of their chemical thrower, and always pay attention to dead ends so you don't get trapped.
* Jumping off of high ledges or using ramps and other sources of elevation will keep you out of the chemical thrower attacks, as Elite Arsonists only aim horizontally. Additionally they may jump down the ledge with you, briefly stopping their attack.
* Elite Arsonists have a crippling weakness to players that circle around them point blank. Due to the way they turn to aim their chemical thrower, they will always aim behind a circling player.
Corrupt Monk

> "*A monk who can summon Lantern Spirits. He abandoned his religion due to indulging in the power of demonic aura.*"
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Corrupt Monk is an enemy found in Duo Fjord.

Corrupt Monk's only attack is to summon 3 Exploding Lantern Spirits with an additional Lantern Spirit for every additional player, up to 6, which seek out players and self-destruct on them, dealing very high  Fire? damage. Corrupt Monks has no other method of dealing damage. Because of this nature, they tend to stay far behind or at high locations.

Once at least 11 Exploding Lantern Spirits have been summoned, all Corrupt Monks will stop summoning more, instead wandering aimlessly until either some Exploding Lantern Spirits have been killed, or they themselves are killed.

When a Corrupt Monk dies, 3-6 blue flames will appear next to him, based on player count. These summon 3-6 final Exploding Lantern Spirits. The flames can be destroyed, preventing the spirits from appearing.

Killing a Corrupt Monk before he summons any Exploding Lantern Spirits gives the Buzzer Beater achievement.

### Reincarnation 9

On Reincarnation level 9, Corrupt Monks summon Pyro Lantern Spirits instead of Exploding Lantern Spirits. Additionally they create 3 extra summons, for 6-9 Pyro Lantern Spirits total.

## Unlocks

Corrupt will unlock the following items:

* Blazing Hoop: when killed 30 times while under the  Burning? effect on elite or higher difficulty.
* Rainbow Arch: when killed 100 times.
Abnormal Speed

+3% Movement Speed for every 10% Shield/Armor you currently have.

Enhanced ( 20?): +5% Movement Speed for every 10% total HP you currently have.

Abnormal Speed is an Occult Scroll.

Increases  Movement Speed by up to +30%, based on how high  Shields?/ Armor? is. Keeping them high will keep your movement high.

**Enhanced**: Movement speed is increased by up to +50%, but is based on both  Health? and  Shields?/ Armor?. This results in it remaining effective when Shields/Armor are 0, however it also means that having low Health but full Shields/Armor may result in less movement speed than the unenhanced version.

## Synergies

### Positive

* Paranormality doubles Shields/Armor, reducing the effects of taking damage.
* Silver Medal causes Shields to start recharging immediately after killing an enemy or destroying an item.
* Reinforced Eggshell lowers damage taken to Shields/Armor.
* Gold Medal restores Shields/Armor when dashing or using Primary Skill.
* Lightless Shield prevents damage, keeping Shields/Armor high.
* Phantom Skin restores Shields/Armor after taking damage, reducing the loss.
* Backup Shield partially restores Shields/Armor after they break.

### Reduced Positive

* Sanguine Relic increases damage taken, breaking Shields/Armor faster.

### Nullified

* Flesh and Bones converts all Shields/Armor to Health, making the scroll useless. Enhanced Abnormal Speed is still effective, as it uses Health as well.
Deadly Curse

+75% weapon DMG and skill DMG; -75% Max HP.

Enhanced ( 60?): +75% weapon DMG and skill DMG; -2% HP every second when your HP is greater than 25% of your max HP.

### Unlock

Kill Bandit Hermit 50 times on elite or higher difficulty.

Deadly Curse is an Occult Scroll.

Damage is increased by +75%, however maximum  Health? is also decreased by a massive -75%, forcing you to rely more on  Shields? or  Armor? to survive.

**Enhanced**: Instead of decreasing maximum Health, your current health is slowly dropped by -2% of your maximum health every second, stopping at 25% of your maximum health. This changes what synergies the scroll has with others.

## Synergies

### Positive

* Paranormality sets maximum Health to 1 but doubles Shields, completely negating the downside.
* Reinforced Eggshell decreases damage taken by -30% while Shields are above 0, while the increase in damage taken when Shields are 0 is reduced in effectiveness by the decrease in Health.
* Spirit Feline restricts damage to a damage threshold, which is lowered by the reduced maximum Health.

### Reduced Positive

* Resilient Life,  Veteran and  Airbag has reduced effects.

### Negative

* Flesh and Bones converts all Shields/Armor to Health, which will also be reduced by -75%.

## Enhanced Synergies

### Positive

* Persistent decreases damage taken as Health gets lower.
* Berserk Soul increases Lucky Shot Chance as Health gets lower.
* Resilient Life recovers Health after taking damage, countering the Health drain.
* Paranormality sets maximum Health to 1 but doubles Shields, completely negating the downside.
* Flesh and Bones counters out the Health drain component completely, allowing the player to remain at full Health.
* Reinforced Eggshell decreases damage taken by -30% while Shields are above 0, while the increase in damage taken when Shields are 0 is reduced in effectiveness by the constant Health drain.
* Airbag negates the Health drain by restoring the player back to full Health when their Shield/Armor breaks.

### Reduced Positive

* Gourmet and  Shrine of Recovery fully restore Health but the Health recovery will be lost shortly afterwards.

### Mixed

* Fire Enthusiast will recover Health at the cost of taking damage to Shields/Armor from  Burning? damage.
* Sanguine Relic will recover Health and increases max Health, at the cost of increased damage taken.

### Nullified

* Bluff is disabled almost immediately after activating.

### Negative

* Spirit Feline has a higher damage threshold since your maximum Health is not lowered, while the Health drain will still decrease how much damage you can take before death.
* Fragile Body increases damage taken as Health decreases.
Extra Shackle

### Effect

Increases max Essence Chain targets. If the number of enemies hit by Essence Chain is lower than the maximum, DMG will increase for every target below the maximum.

### Lv.3

+3 max targets. +60% DMG.

Extra Shackle is an Ascension.

Increases the number of enemies that  Essence Chain can hit at once, and increases its damage when the number of enemies hit is less than the maximum amount.

When hitting only a single enemy, the damage is increased by +120%, +225% and +360% for each level, respectively.

Works well together with  Rotation Technique,  Strength Taker and  Wombo Combo, which benefit from a larger amount of enemies hit.
Defensive Cleave

### Effect

Each hit with Cleave restores a certain amount of Armor and reduces the remaining cooldown of Leap.

### Lv.1

Restore 10% Armor and -1s remaining cooldown of Leap.

### Lv.2

Restore 20% Armor and -1.5s remaining cooldown of Leap.

### Lv.3

Restore 30% Armor and -2s remaining cooldown of Leap.

Defensive Cleave is an Ascension.

Allows  Cleave to restore  Armor? and reduce the cooldown for  Leap when hitting enemies.

Since  Cleave has no cooldown, Defensive Cleave is a more consistent way to restore  Armor? compared to  Leap, however the requirement for  Supplies may make it harder to constantly use.

## Notable Interactions

* Capacity Overdraft allows use of  Cleave even when it's charges are at 0, while Defensive Cleave offsets the damage taken by Capacity Overdraft. Hitting enough enemies will still gain Armor, letting you use Cleave indefinitely.

## Update History

* 06/01/2023 update:
	+ Removed effect "Doubles Armor recovery when killing an enemy".
	+ Changed effect "Reduces the remaining cooldown of Leap by -1s/-1.5s/-2s when killing an enemy" to "Reduces the remaining cooldown of Leap by -1s/-1.5s/-2s when hitting an enemy".
Flame Resonance

### Effect

Enemies hit by Blazing Meteor or Spiritual Flame take more Fire DMG and deal less DMG. (Up to 3 stacks)

### Lv.1

+10% Fire DMG Taken, -10% DMG dealt. Lasts for 8s.

### Lv.2

+20% Fire DMG Taken, -15% DMG dealt. Lasts for 8s.

### Lv.3

+30% Fire DMG Taken, -20% DMG dealt. Lasts for 16s.

Flame Resonance is an Ascension.

After hitting an enemy with  Spiritual Flame or  Blazing Meteor, they will deal less damage and take more damage from all sources of  Fire? damage.

The effect stacks up to 3 times, increasing the enemy's damage taken and decreasing their damage dealt more based on how many stacks are applied.

Can work well with ascensions that cast extra Blazing Meteors such as  Flare Calling and  Blazing Rain, or recover energy for Spiritual Flame faster such as  Nourishing Fire,  Energetic Spirit and  Endless Wildfires.  Firefox Blessing level 2 may also be useful to hit many enemies, if Spiritual Flame is evolved twice for larger AoE.

**Level 3 bonus**: increases the duration from 8s to 16s.
Fiddler Crab

> "*Due to the fact that the Fiddler Crabs were chased to the shore by Youruhime-Maru, they are always hiding while making magical balls. Being reluctant to work for Yoruhime-Maru, they will just flee upon spotting any danger!* "
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Fiddler Crab is an enemy found in Duo Fjord.

Their only attack is to fire water balls at close range, dealing low damage.

Fiddler Crabs are extremely weak on their own, having very low Health and Armor. At this point in the game they can easily be dealt with by most weapons the player might have.

Fiddler Crabs will appear in groups before other enemies, however their slow speed and scattered movement directions allow you to ignore them when more deadly enemies are nearby. Any weapon or skill with an area of effect will make quick work of them.

Killing 30 Fiddler Crabs with  Fire? damage in a single run gives the Crab Buffet achievement.

### Reincarnation 9

On Reincarnation level 9, Fiddler Crabs attack more often and launch 3 water balls out in a spread, making it significantly harder to avoid getting hit.

## Trivia

* When moving around, Fiddler Crabs will walk sideways, similar to some real life crabs.
* Despite their description, they do not actually flee from danger and attack the player like other enemies do.
Bandit Gunner

> "*A bandit with a primitive weapon who no longer lives in the danger of poverty. They always keep their distance.*"
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Bandit Gunner is an enemy found in Anxi Desert.

Bandit Gunners only attack is to fire a burst of bullets at the player. The attack has decent speed, damage and good accuracy.

Bandit Gunners are simple ranged enemies with low health that can easily be killed with almost any weapon. Their attacks can usually be dodged just by moving to the side, however caution should be used as getting hit several times can deal a lot of damage. Hiding behind cover can also be used.

### Reincarnation 9

On Reincarnation level 9, Bandit Gunners will attack more often.

## Unlocks

Bandit Gunner will unlock the following items:

* Capacity Overdraft: when killed 50 times.
Adrenal Rush

### Effect

Increase DMG Resistance and recover HP per second after killing an enemy or destroying an item.

### Lv.2

+15% DMG Resistance and +1.5% HP/s for 6s.

### Lv.3

+20% DMG Resistance and +2% HP/s for 20s.

Adrenal Rush is an Ascension.

After killing an enemy or destroying an item such as a breakable pot, barrel or crate, any damage taken will be reduced for a short time.

This effectively increases how much damage you can take by +25%, +43% and +67%, respectively.

Additionally a percentage of  Health? will be recovered every second, granting constant healing during battles, or passively when breaking objects.

**Level 3 bonus**: duration is increased to 20 seconds, letting it remain for over triple the time between kills/breakable object destruction.

## Update History

* 10/21/2023 update: Changed -20/30/40% DMG Taken to +10/15/20% DMG Resistance.
* 04/29/2021 update: Added +1/1.5/2% HP recovery per second.
Blazing Rain

### Effect

When using Blazing Meteor to hit an enemy affected by Burning Effect, 60% chance to cast an additional Blazing Meteor to the enemy within 7m. The chance will decrease significantly when it is triggered repeatedly.

Blazing Rain is an Ascension.

When an enemy is affected by  Burning?, hitting them with a  Blazing Meteor has a 60% chance to cast an additional Blazing Meteor on a nearby enemy.

However each time this effect is activated, the chance of an additional meteor is reduced, severely limiting how often you will have several extra meteors in a row.
Aura of Venom

Mobile: Kill Crossbowman 40 times.

> "*? Rapid-fire all remaining ammo in the magazine.*"
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Primary fire shoots projectiles at a decent rate with high accuracy. Its fire mode is automatic, letting you keep shooting by holding down the fire button.

The  Weapon Skill? increases rate of fire to about 22 shots per second, which causes high recoil. This lasts until the magazine is empty or for a maximum of 99 shots.

## Impactful Inscriptions

* **Magazine** increases and **Reload Time** decreases are very effective for both primary fire and the weapon skill.
* **Elemental Procs** are very reliable, it has a 87% chance to trigger Decay every second.
* **Stability** is very useful for frequent weapon skill use.

## Ineffective Inscriptions

* **Rate of Fire** has no impact on Aura of Venom's weapon skill.
* **Projectile/Ammo Consumption** should only be used with magazine or reload speed increases.

## Possible Exclusive Inscriptions

◈ Hitting an enemy up 10% weapon DMG for 2s (Up to +150%) is exclusive to Aura of Venom. The damage boost can be kept consistently at maximum by increasing reload speed and hitting each first and last shot of every magazine.

* ◈ *Elemental orb on crit*(full text) can be used to trigger  Miasma? or  Combustion? easily, since the weapon has a 87% chance to trigger Decay every second and is decently accurate.
* ◈ Projectiles +1, Consumption +100% increases damage output by +33%. ● -40% Reload Time increases it to +65%, ● Magazine +60% increases it to +82%. The  Weapon Skill? however does not increase its ammo consumption but still receives the +1 Projectiles, making it increase damage output by +100% at no extra cost.
* ◈ *+65% DMG vs any elemental effect*(full text) is very reliable, Aura of Venom has a roughly 87% chance each second to inflict Decay.
* ◈ *+15% total DMG each elemental effect*(full text) stacks very quickly, and even faster when using the  Weapon Skill?.
* ◈ +10% Lucky Shot Chance for 3s whenever hit an enemy (up to 150%). stacks at a decent rate, increasing damage output by up to +100%.

## Update History

* 06/01/2023 update: Exclusive inscription "Hitting an enemy increases weapon base damage by 10%. (Hit again within 1.8s to stack weapon base damage bonus, up to +100%)" changed to "Hitting an enemy up 10% weapon DMG for 2s (Up to +150%)".
* 04/29/2021 update:
	+ Changed the weapon crosshair.
	+ Optimized the animation for shooting.
	+ Increased the width of the projectiles to 0.2
	+ Increased damage from 95 to 115
	+ Increased magazine from 6 to 8.