recursal/Fanatic-Fandom huggingface dataset:
Glimmering

> "*Sticks to the enemy on hit and for a short time and explodes.*"
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Primary fire will launch highly accurate kunai that can bounce off of solid surfaces. Once it hits a surface, it will fly for 0.2 seconds more then explode, dealing damage to enemies caught in the blast radius.

If it directly hits an enemy it will cause an additional impact hit for 50% damage and stick to them, before exploding after 2 seconds. This explosion does not happen if the enemy dies before the detonation.

Direct damage and explosion damage have separate chances to inflict effects such as Lucky Shot and  Burning?. Explosions cannot deal critical damage normally, even if the impact successfully hits a weak spot.

Glimmering can  Switch? fire modes between Auto and Semi-Auto. In Auto mode, holding the attack button will continuously throw Glimmering until the attack button is released. In Semi-Auto mode you will need to click the attack button every time in order to throw Glimmering. However this currently serves little purpose, as there is no known advantage to using Semi-Auto mode.

## Impactful Inscriptions

* **Rate of Fire** is extremely effective, increasing damage output at a 1:1 ratio.

## Ineffective Inscriptions

* **Magazine** increases and **Reload Time** decreases have no effect.
* **Elemental procs** are very unreliable, it only has a 19% chance to inflict Burning each second, or 34% if directly hitting enemies.
* **CritX** improvements don't affect explosion damage naturally.

## Possible Exclusive Inscriptions

◈ Glimmering causes one additional explosion. is exclusive to Glimmering. It effectively doubles  Explosion? damage, making it far more useful to  Ao Bai. It also increases Burning chance to 27% each second, or 47% if directly hitting enemies.

* ◈ *Elemental orb on crit*(full text) can be used to trigger  Manipulation? or  Combustion?, but at a low chance because of its low elemental effect chance.
* ◈ Projectiles +1, Consumption +100% increases damage output by +100%, gaining maximum benefit.
* ◈ *AoE Double Projectile*(full text) increases damage output by +100%, but it can be hard to hit 2 enemies with the relatively small explosion without AoE increases.
* ◈ *+65% DMG vs any elemental effect*(full text) is not reliable because of its low elemental effect chance.
* ◈ *+15% total DMG each elemental effect*(full text) builds damage slowly because of its low elemental effect chance.
* ◈ +10% Lucky Shot Chance for 3s whenever hit an enemy (up to 150%). builds up twice as fast when directly hitting enemies.

## Notes

* Glimmering's magazine automatically refills instead of reloads, causing reload-related bonuses have no effect.

## Update History

* 08/29/2022 update: Firing mode changed from manual to automatic.
* 08/07/2020 update:
	+ Lowered explosion radius from 4m to 3m.
	+ Lowered base damage from 180 to 135.
	+ Lowered impact hit damage from 75% to 50%.
	+ Lowered elemental effect chance from 30% to 10%.
	+ Removed instantly detonating when hitting any solid object, replacing it with a bounce off the object and detonating 0.2s afterwards.
	+ This nerf was most likely due to player feedback.
Ammo Extractor

### Effect

Restore a percentage of ammo in the magazine on each kill, and increase the Weapon DMG on subsequent shots based on the amount of recovered ammo (including the ammo that exceeded the magazine capacity).

### Lv.1

Recovers 50% of ammo in magazine, +40% Weapon DMG.

### Lv.2

Recovers 75% of ammo in magazine, +50% Weapon DMG.

### Lv.3

Recovers 100% of ammo in magazine, +100% Weapon DMG.

Ammo Extractor is an Ascension.

Killing an enemy in any way recovers a percentage of the weapon's magazine, letting you keep firing. Additionally gain an amount of +Weapon DMG stacks equal to how much ammo would've been recovered in total. Each stack is consumed per subsequent firing.

The stacks persist on weapon change, but each kill resets their amount.

Most effective with large magazines, slow reloading weapons or inscriptions and other effects that reset on reload.

## Notable Interactions

* Advanced Depot allows firing from reserves instead of the magazine, making the ascension less useful.
* Ammo consumed by  Against the Flow will decrease the counter.
* If  Ao Bai gets this ascension via Ascension Fusion, during  Dual-Wield, killing enemies will restore ammo scaled with sum of both weapons' magazines.

## Update History

* 07/29/2022 update: Changed effect to trigger on any kill, instead of only on marked enemies. Added +40%/+50%/+100% weapon DMG to the recovered ammo. Increased recovered ammo from 30%/60%/100% to 50%/75%/100%. Removed level 3 effect of gaining a Blade Heart stack on kill.
Elite Hermit

> "*A leader among bandits that likes to summon coyotes to attack passing caravans.*"
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Elite Hermit is an enemy found in Anxi Desert. It is the elite version of the Bandit Hermit.

Elite Hermit has 4 attacks:

* Fire their sniper rifle 3 times in quick succession, dealing high  Lightning? damage each shot.
* Throw out several mines that lay on the ground. These mines will activate if the player gets too close, beeping shortly before exploding.
* Call out before firing into the sky. This summons several invisible Desert Coyotes to attack you.
* If the player is too close, they will strike them in melee with their gun, shoving them back slightly.

Similar to their regular counterpart, Elite Hermits are capable of turning mostly invisible, making it harder to spot them. However since they are larger targets with a high priority the effectiveness is limited, only really being useful in restricting players from seeing their status.

The Desert Coyotes that are summoned are weak enemies, however due to their invisibility and flanking tactics they may pose more of a threat than usual. On death they will also drop a mine.

## Unlocks

Elite Hermit will unlock the following items:

* Thunder Storm: when killed 1 time.

## Tips

* The sniper rifle shots have very little warning, but can easily be avoided by sidestepping.
* Mines have a surprisingly long time before exploding when activated, easily long enough for you to escape their explosion AoE when they activate.

## Notes

* Elite Hermit has no known limit to how many Desert Coyotes are summoned at once. If left alive, this can result in a massive pack of coyotes swarming the player. However this would take a very long time of not killing coyotes or the Elite Hermit themselves.
Landmarks

## Bazzas Market

**Location:** South of Bazzas Crossings

**Origin:** A Moroccan Bazaar

## Maplan Mountain

**Location:** North of Route 1

**Origin:** Atlas Mountains

## The Great Catacombs

**Location:** East of Gyaza City

**Origin:** Pyramids of Giza

## Amberlon Desert

**Location:** West of Route 3

**Origins:** Sahara Desert

The Amberlon Desert is the first of multiple "wild areas" in the Zuluz Region, being massive landmark areas with multiple sub-areas located inside. The Amberlon Desert is visited multiple times during the main story.

## Outcast Boneyard

**Location:** Between Route 5 and Ethis City

**Origins:** Great Rift Valley

A dark and gloomy canyon that separates middle eastern Zuluz from the rest of the region. It is incredibly dangerous for travelers due to the ravenous and banished pokemon that make this valley their home.

## Midland Tropics

**Location:** South of Route 7

**Origins:** Cloud Forests of the Congo

## Forgotten Ruins

**Location:** Inside the Midland Tropics

**Origins:** No Specific Origin

## Serengi Wilds

**Location:** Surrounding Serengi City

**Origins:** The Serengeti Plains

## Lake Flowrus

**Location:** East of Serengi Wilds

**Origins:** Lake Victoria

## Mt. Lujiya

**Location:** East of Route 9

**Origins:** Mt. Kilimanjaro

## Jua Grasslands

**Location:** Between Route 11 and Kamba Town

**Origins:** Matobo National Park

## Abandoned Mansion

**Location:** North of Wanuma Village

**Origin:** No Specific Origin

## Kiawa Jungle

**Location:** Surrounding Kisiwa Town

**Origins:** Madagascar Lowland Forests

## Changa Sands

**Location:** North of Mijimiku City

**Origins:** Namib Desert

## Subzo Icecaps

**Location:** South of Mijimiku City

**Origins:** South African Coast

## Victory Road

**Location:** West of Route 15

**Origins:** No Specific Origins

## Arachno Nest

**Location:** Inside Victory Road

**Origins:** No Specific Origins

## Rockwall Isle

**Location:** South of Pokemon League City

**Origins:** Robben Island

Rockwall Isle is a small island south of the Zuluz Region that is a wildlife reserve for ancient pokemon. After being rescued from a lab and released into the wild, these pokemon roam free in abundance on this island.

## Frontier Resort

**Location:** Northwest of Route 16

**Origins:** Canary Islands

## Badlands Pass

**Location:** North of Maplan Mountain

**Origin:** None

## Seashore Plain

**Location:** North of Magnos Village

**Origin:** None

## Magnos Temple

**Location:** Along Seashore Plain

**Origin:** None

## Claw of the Beast

**Location:** Highest peak of Maplan Mountain

**Origin:** Atlas Mountains
Elite Henchman

> "*The experienced Rogue Henchman gains behemoth powers through activating their bloodlines, allowing them to use their gigantic shields skillfully.*"
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Elite Henchman is an enemy found in Anxi Desert. It is the elite version of the Rogue Henchman.

Elite Henchman has 4 attacks:

* Fire a 1 to 3 shots from their pistol.
* Slam their shield on the ground, sending sand waves out in all directions.
* When under 50%  Health?, they sweep their shield, causing a sand blast that deals high damage to every player in front of them.
* If the player is too close, they will strike them in melee with a shield bash, knocking them back.

Elite Henchman carry around a large physical shield, but they will not immediately use them. As soon as they receive damage, they will bring the shield in front of them to blocks attacks, while moving slower. They are still capable of firing their weapon and slamming their shield while blocking.

When directly facing the player with their shield they are completely protected from most weapons. The shield is indestructible, so the player must use another method of dealing with it.

* The shield covers slightly less on their right side. Moving to the left will give you an opportunity to hit them, especially when they are attacking.
* Use  Crown Prince's  Energy Orb to hold it in place, then move around to target its weak spot.
* Use secondary skills.
* Use  Explosion?s or piercing weapons such as  Prism or  Piercing Flame.
* In multiplayer, it can only face towards one hero. Another teammate can then target its weak spot.
Generosity

Increase the amount of HP recovered from buns by +50%; when picking up/getting buns, all teammates receive 25% of the HP recovered. (Only available in multiplayer)

Enhanced ( 80?): Increase the amount of HP recovered from buns by 50%. When you pick up/obtain a bun, all teammates receive 25% of the HP recovered; You receive 25% of HP recovered by teammates when they pick up/obtain buns.

### Unlock

Unlocked by default.

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

Buns heal an extra +50%  Health? when consumed. Additionally, after picking up a bun, all teammates will receive 25% of the total Health recovered as well. Higher maximum Health increases how much teammates will be healed.

**Enhanced**: Also allows you to receive 25% of the healing your teammates receive from buns.

## Synergies

### Positive

* Gourmet increases health gained from buns. This increases total Health recovered to 150% of the maximum. While the excess isn't useful for the holder, their teammates will recover 25% of the excess as well, for a total of 37.5% of the holder's maximum Health.
* Flesh and Bones and  Veteran increase maximum  Health?, which improves the effective healing of buns.

## Update History

* 06/24/2022 update: Rarity changed from rare to normal.
* 11/18/2021 update: Enhanced version added.
* 04/29/2021 update: Added +50% HP recovery from buns. Decreased teammate recovery from 33% to 25%. Removed range limitation for teammate recovery.
Big Hippo

Mobile: Kill Horned Beetle 40 times.

> "*The longer the weapon is fired, the higher the RoF will be.*"
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Automatic fire begins with 4 shots at 5.0 shots per second, then shoots the remaining magazine at 10.0 shots per second. If the trigger is released for at least 3 seconds or the weapon is reloaded, the rate of fire resets to 5.0.

## Impactful Inscriptions

Big Hippo receives average bonuses from most inscriptions compared to other weapons. **Accuracy** and **Stability** are useful to keep aiming at weak spots.

## Ineffective Inscriptions

* **Magazine** increases and **Reload Time** decreases only have an impact when used together with RoF or Ammo Consumption increases.
* **Elemental Procs** are very unreliable, as it has only a 32% chance to trigger the effect in a full second.
* **CritX** increases and **Critical Procs** should only be used with Accuracy or Stability increases.

## Possible Exclusive Inscriptions

◈ RoF +50%. Accuracy and Stability +100%. is exclusive to Big Hippo. The RoF boost increases DPS by +34%. The accuracy and stability boosts allow highly accurate focus fire on weak spots, which can easily double damage output and range.

* ◈ *Killing spree auto-crit*(full text) unreliably negates the weapon's low Accuracy and Stability, but can triple damage output.
* ◈ Projectiles +1, Consumption +100% increases damage output by +62%. ● -40% Reload Time increases it to +81%, ● Magazine +60% increases it to +89%.
* ◈ *+65% DMG vs any elemental effect*(full text) requires a more reliable source than the weapon itself.
* ◈ +10% Lucky Shot Chance for 3s whenever hit an enemy (up to 150%). quickly increases Lucky Shot Chance, increasing damage output by up to +100%.
* ◈ *Elemental orb on crit*(full text) can create massive amount of orbs if critical hit can be ensured, due to its large magazine.
Crimson Firescale

> "*Recharges a firescale bomb on a crit hit.
> ? Costs 5 firescale bombs to project multiple explosive fireballs.*"
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Hitting a weak spot adds one charge, which stacks up to 15.

Using the  Weapon Skill? consumes five charges and launches five  explosive? fireballs that travel in a straight line with the same bullet spread as regular fire, dealing 280% weapon damage each. They do not use regular ammo, and can be used while firing normally at the same time.

## Impactful Inscriptions

* **Accuracy** and **Stability** are almost required to hit weak spots consistently. Accuracy can also reduce the spread of fireballs. Otherwise, ◆ Return ammo to the magazine on miss can mitigate this weakness.
* **Projectile** and **RoF** boosts will speed up charging fireballs.
* ◆ *+Lucky Shot on ammo consumption*(full text) can vastly increase fireball damage by using the weapon skill only at low magazine.

## Ineffective Inscriptions

* **Critical effects** should only be used with Accuracy and Stability increases.

## Possible Exclusive Inscriptions

◈ Reduces the skill cost to 3 firescale bombs and the weapon shoots even more fireballs is exclusive to Crimson Firescale. It more than doubles the damage output of its weapon skill, which combines well with the impactful inscriptions mentioned above.

* ◈ *Killing spree auto-crit*(full text) vastly increases the charge rate of fireballs, which can be used to refresh the effect repeatedly. This can massively increase damage output throughout a complete battle, but still requires the initial five kills.
* ◈ Projectiles +1, Consumption +100% increases damage output by +54%. ● -40% Reload Time increases it to +78%, ● Magazine +60% increases it to +86%.
* ◈ *+65% DMG vs any elemental effect*(full text) is relatively reliable, the Firescale has a roughly 56% chance each second to inflict Burning.
* ◈ *+15% total DMG each elemental effect*(full text) stacks up relatively quickly, especially when fireballs are used.
* ◈ +10% Lucky Shot Chance for 3s whenever hit an enemy (up to 150%). stacks up very quickly, especially when fireballs are used.
* ◈ *Elemental orb on crit*(full text) can cause fusion effects, but the bad accuracy makes it less likely to happen.

## Notes

* When the fireballs from the  Weapon Skill? hit an enemy it will make a sound similar to a critical hit, however the fireballs themselves do not deal critical damage.
* When using this weapon, on the lower right of crosshair is an indicator of how many times the fireballs can be launched. For example, having 11 charges will show a "2/3" charge indicator.
	+ This indicator changes if ◈ *Exclusive*(full text) is applied, such that having 11 charges will show "3/5" instead.
Battle-Tested

### Lv.3

+100% duration. Recover 2s duration for every 20 ammo consumed while Dual-Wielding.

Battle-Tested is an Ascension.

Increases the base duration of  Dual-Wield to 30s, 35s or 40s.

It is highly important in almost any Dual-Wield setup, as it will improve the effectiveness of any other bonuses that rely on Dual-Wield being active. It is particularly effective when used in combination with  Sharpshooter, with enough duration and low enough cooldown, you can cancel Dual-Wield and completely reset the cooldown.

**Level 3 bonus**: Consuming ammo will extend the duration that Dual-Wield lasts by 2 seconds for every 20 ammo consumed, making it very effective when using weapons with high rate of fire, as they may extend almost indefinitely.

However if more than 2 seconds has passed since duration was recovered, the maximum duration of Dual-Wield will be lowered, based on how much duration wasn't recovered. Because of this it is best to keep firing your weapons even if no enemies are in sight if you wish to keep the maximum duration as high as possible. Additionally, effects like  Bloody Ammo do not count if actual ammo is not consumed.
Fulminous Zap

### Effect

Increases DMG of thunderbolt summoned by [Fatal Current], and -80% movement speed of the enemy hit by a thunderbolt.

### Lv.1

+200% damage of thunderbolts and lower movement speed of the enemies hit for 0.4s.

### Lv.2

+300% damage of thunderbolts and lower movement speed of the enemies hit for 0.6s.

### Lv.3

+400% damage of thunderbolts, inflict +50% total DMG on enemy affected by shock effect and lower movement speed of the enemies hit for 1s.

Fulminous Zap is an Ascension.

Increases the damage of all thunderbolts during  Fatal Current, including when the first shot hits an enemy, from  Thunder Nemesis,  Bolt From the Blue and the  Gifted Man enhancement "Summon a thunderbolt to strike on the target when  Chain Lightning only hits one enemy".

The damage bonus is neither additive with base damage, nor skill/elemental/lightning damage, resulting in it effectively being a **multiplicative** bonus.

The movement speed penalty when struck is very brief, and won't serve much purpose unless enemies are repeatedly struck by thunder.

**Level 3 bonus**: thunderbolts deal 50% extra damage if the enemy is inflicted with  Shock?.

## Notable Interactions

* Thunder Step does not receive the boost, despite being a thunderbolt.

## Update History

* 03/26/2021 update: Fulminous Zap reduces enemy movement speed for 0.4/0.6/1 seconds instead of 0.2/0.3/0.4 seconds.
Abundant Vitality

+75% total Weapon DMG while Shield/Armor is recovering. +75% total DMG for the next shot when Shield/Armor is fully recovered.

Enhanced ( 100?): +75% total Weapon DMG while Shield/Armor is recovering, and Shield recovery won't be interrupted. +75% total DMG for the next shot when Shield/Armor is fully recovered.

### Unlock

Unlocked by default.

Abundant Vitality is an Occult Scroll.

While  Shields? are recharging, you deal +75% weapon damage. Taking damage while Shields are recharging will stop the recharge, disabling the scroll again.

If shield or  Armor? is fully restored, your next weapon attack also gains damage bonus.

The damage bonus is **multiplicative** with other bonuses. This allows the scroll to provide the same increase to total damage regardless of other damage bonuses you have, greatly increasing its effectiveness late-game.

**Enhanced**: Once Shields start recharging, they cannot be interrupted.

## Synergies

### Positive

* Resilient Shield starts recharging Shields immediately after killing an enemy and prevents the recharge from being interrupted for a short time.
* Abnormal Speed increases  Movement Speed while the scroll is active.
* Triple Comeback decreases max Shields. This increases the percentage of Shields that need to be recovered after taking damage, effectively increasing the amount of time Abundant Vitality is active.
* Silver Medal starts recharging Shields immediately after killing an enemy or destroying an object.
* Reinforced Eggshell decreases damage taken while the scroll is active.
* Overwhelming Shield prevents Shield recharge from being interrupted. Additionally it reduces Shield recharge rate by -50% letting Abundant Vitality work for longer.

### Reduced Positive

* Paranormality increases max Shields. This decreases the percentage of Shields that need to be recovered after taking damage, effectively decreasing the amount of time Abundant Vitality is active.
* Effects that recharge Shields instantly, such as  Super Charge,  Sword Guard and  Gold Medal have no effect if shield is not restored to full, but if they restore shield/armor to full, the player gains bonus.

### Mixed

* Advanced Shield level 3 prevents the recharge from being interrupted, however increased recharge speed also decreases the amount of time Abundant Vitality is active.

### Nullified

* Flesh and Bones converts Shields to  Health?, making this scroll useless.

### Negative

* Resolute deactivates whenever Abundant Vitality activates. Additionally it takes longer to start recharging Shields.

## Update History

* 10/21/2023 update: Changed effect such that restoring armor to full also gains the bonus, and the bonus is always lost after shooting.
* 06/01/2023 update: Added effect "When shield restores to full, keep the buff effect until next weapon damage".
* 06/24/2022 update: Rarity changed from rare to normal.
Anxi Desert

**Anxi Desert** is the second act in *Gunfire Reborn*.

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.

The first stage contains large open areas to fight in, allowing you to keep your distance from enemies. The second and third stages include walls and buildings, providing more cover against attacks.

On Elite or higher Difficulty, some fire traps can be found, usually in places with proper walls and floors. Sandstorm twisters may also appear in rooms, and disappear after clearing enemies. In the first stage boulder traps may also appear.

## Normal Enemies

Desert BoarDesert CoyoteLightning SwordsmanBandit GunnerDesert WormBandit HermitBandit TacticianBandit RetainerRogue ArsonistFire LizardDark-faced BanditRogue VillainRogue HenchmanDragon Qian
## Elite Enemies

Elite LizardElite CoyoteElite HenchmanElite ArsonistElite Hermit
Card Printer

### Effect

Increases the capacity of Astroforecast. After summoning a certain number of cards, the number of usable reserve cards increases.

### Lv.1

+4 capacity. +5 reserve cards after summoning 10 cards.

### Lv.2

+8 capacity. +6 reserve cards after summoning 9 cards. Missed cards have a chance to be included in the reserve cards.

### Lv.3

+12 capacity. +8 reserve cards after summoning 8 cards (maximum amount of reserve cards given at once is equal to the card holding capacity). Missed cards have a chance to be included in the reserve cards.

Card Printer is an Ascension.

Increases the use capacity of  Astroforecast. Additionally, after summoning a number of cards, extra cards are added to your reserves.

**Level 2 bonus**: Cards that miss their target have a chance to be added back into your reserves. Base chance is 10%, gain 2% per scroll for the first 20 scrolls (up to 50% in total), and 1% for every remaining scroll. Scroll rarity is not relevant.

**Level 3 bonus**: The maximum amount of cards that can be added to reserves at once is equal to your card holding capacity. Card holding capacity can be increased with  Under Control.
Giant Slayer

When hitting an enemy, there is a 10% chance to deal 15% of enemy's current HP as True DMG (Up to 2000 DMG per hit).

Enhanced ( 80?): When hitting an enemy, there is a 10% chance to deal an additional 15% of the enemy's max HP as True DMG. (5000 \* the number of players in your squad at most per hit)

### Unlock

Kill Elite Coyote 1 time.

**Giant Slayer** is an Occult Scroll.

Whenever you hit an enemy (weapon or skill), there is a 10% chance to deal additional  True? damage, based on 15% of the enemy's current Health, up to 2000 damage. It is effective against bosses, as their high HP will guarantee maximum damage for most of the battle.

However the scroll loses effectiveness on higher difficulties, due to the greatly increased Health for all enemies causing the cap to be reached very easily, restricting any further damage.

**Enhanced**: Increases the maximum damage from 2000 to 5000, and is based on maximum Health instead of current Health. The damage scales upwards based on how many players there are, up to 20000 damage with 4 players.

## Synergies

### Positive

* Any weapon with high rate of fire or projectiles per shot, as each hit can trigger the effect separately.
* Penetration Bullet allows weapon damage to deal damage to Health, killing enemies even faster.
* Fish or Bear Paw doubles the amount of hits, increasing the chance to activate.

## Notes

* This scroll may block progress towards unlocks that require specific elemental damage to kill an enemy, since True damage may deal the final hit instead.
* Occult Maestro has no effect on this scroll, despite it being a scroll that does damage.
* This scroll can still trigger even if the direct hit of weapon is blocked, like attacking the shield of Horsehead.
Fire Dragon

Mobile: Talent reaches Lv.70.

> "*Project flames to burn enemies.*"
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The flames hit *all* targets in a 15m cone in front of the hero at a very high rate of fire. This makes it extremely effective at activating on-hit effects, such as spreading Burning to enemies. It is also very effective at quickly killing groups of enemies without  Shields? or  Armor?.

The flames are capable of piercing through physical shields, allowing you to hit enemies directly rather than being blocked by the shield.

## Impactful Inscriptions

* **Elemental Effect Procs** are extremely effective, it has a 82% chance to inflict Burning each second on **each** enemy hit.
* **Critical Procs** are extremely effective, it can hit multiple weak spots with a high rate of fire.
* **Magazine** and **Reload Time** make good use of its high rate of fire.

## Ineffective Inscriptions

It gains average boosts from most inscriptions compared to other weapons.

* **Accuracy** and **Stability** are ineffective due to low bullet spread and recoil.

## Possible Exclusive Inscriptions

◈ Elemental Effect Chance +100%. +50% Weapon DMG against enemies affected by Burning effect is exclusive to Fire Dragon. It increases the on-hit chance to  40%?, which results in a 99% chance to inflict Burning each second. This practically guarantees the +50% additional damage output.

* ◈ *+65% DMG vs any elemental effect*(full text) is very reliable because of the weapon's 82% average chance to inflict Burning each second.
* ◈ *+15% total DMG each elemental effect*(full text) stacks very quickly because of the weapon's 82% average chance to inflict Burning each second, and stacks even faster when hitting multiple enemies.
* ◈ +10% Lucky Shot Chance for 3s whenever hit an enemy (up to 150%). stacks very quickly, stacking even faster when hitting multiple enemies. However its long reload time may reset the bonus.
Fragile Body

-0.25% DMG Resistance for each 1% HP missing.

Fragile Body 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.

Damage taken to  Health? will gradually decrease damage resistance, by up to -24.75% when at 1% Health. The damage is increased even if you have  Shields? or  Armor?, reducing their effectiveness.

## Synergies

### Positive

* Persistent decreases damage taken at low Health, countering the effects of the scroll.
* Gourmet restores all Health with Buns.
* Berserk Soul increases Lucky Shot Chance at low Health.
* Evil-Banishing Talisman cancels the effects of all cursed scrolls.
* Evil-Devouring Sword grants +25% weapon and skill damage for each cursed scroll.
* Generosity increases Health restored by buns by +50%.
* Resilient Life recovers 3% Health every second for 5 seconds after taking damage.
* Paranormality fixes health at 1, negating the effects.
* Spirit Feline prevents damage over 14% of maximum hp and shields.

### Mixed

* Good and Evil increases  Shields?/ Armor? by +15 for each cursed scroll owned, but loses it's +15% Lucky Shot Chance.
* Flesh and Bones recovers 4% Health every second, however Shields/Armor is converted to Health, causing any damage taken to increase future damage taken.

### Negative

* Bloody Ammo deals damage to yourself when used, which increases damage taken if Health is damaged.
* Airbag slowly lowers health as long as Shields/Armor are full, increasing damage taken.

## Updated History

* 10/21/2023 update: Changed from +0.25% DMG Taken for every 1% HP missing, to -0.25% DMG Resistance for every 1% HP missing.
Clenched Fist

### Lv.3

+300% Base DMG, and deal 50% extra Striking Punch DMG to enemies whose remaining HP and Shield/Armor combined are higher than 75%.

Clenched Fist is an Ascension.

Increases the base damage of  Striking Punch.

**Level 3 bonus**: grants an additional 50% **multiplicative** damage bonus if the enemy hit has at least 75% of their  Health? and  Shields?/ Armor?, making it excellent against enemies low enough Health+Shields/Armor to die in a 1 or 2 hits, and decent against enemies who have not been damaged much.
Backfire

### Effect

While shielding, emit a Shockwave at intervals, dealing DMG equal to Fierce Charge to enemies within 7m. Each block has a chance to release an additional Shockwave.

### Lv.1

Emit Shockwave every 1.2s, 50% chance to release and additional Shockwave on each block.

### Lv.2

Emit Shockwave every 1s, 75% chance to release and additional Shockwave on each block.

### Lv.3

Emit Shockwave every 0.8s, each block releases an additional Shockwave. +1% Fierce Charge and Shockwave DMG for every 1 Max Shield.

Backfire is an Ascension.

While  Tidal Aspis is active, a close-range shockwave will be periodically created around yourself, dealing damage equal to  Fierce Charge to enemies within 7 meters.

Blocking an enemy attack has a chance to also trigger a shockwave, making it particularly powerful against close range, rapid-firing enemies such as  Rogue Arsonist,  Nihilation Monk and  Mandrill Cavalry.

Similar to Fierce Charge, it receives larger bonuses from some sources such as  Mighty Stream and  Unbearable Hurtle.

**Level 3 bonus**: Also grants a +1% damage bonus for Fierce Charge and Shockwave for every 1 Max  Shield? you have. Pairing it with  Ebb and Flow and other Shield bonuses can result in an extremely high damage bonus.

## Update History

* 08/29/2023 update: Changed Hurtle's name to Fierce Charge.
* 08/25/2023 update: Added to the game.
Angelic Aura

Mobile: Unlocked by default.

> "*Full-auto submachine gun with high RoF*"
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Primary fire shoots extremely rapidly. Out of all the  Submachine Guns it has the highest base damage per ammo consumed and the highest rate of fire.

However it's also tied with  Concealed Ammo having the lowest magazine capacity, being capable of emptying the entire magazine in 1.17 seconds, forcing it to reload very often without other bonuses affecting it.

## Impactful Inscriptions

Angelic Aura receives average bonuses from most inscriptions compared to other weapons.

* **Stability** reduces the constant recoil that the weapon receives, making it easier to consistently hit enemies.
* **Magazine** increases and **Reload Time** decreases indirectly increase damage output by diminishing the frequent reloads.
* **Critical** effects are very reliable with its high accuracy and rate of fire.

## Ineffective Inscriptions

Angelic Aura receives average bonuses from most inscriptions compared to other weapons. Only **Accuracy** is unnecessary, the weapon has low bullet spread.

## Possible Exclusive Inscriptions

◈ +100% Lucky Shot Chance for 6s when hitting enemies 10 times within 1s. (Hits do not count during the bonus) is exclusive to Angelic Aura. It requires hitting at least 50% of your shots within 1 second (less with higher RoF) to activate the bonus, granting up to +80% damage output. The bonus duration cannot be refreshed while it's active.

* ◈ *Killing spree auto-crit*(full text) is decently effective, considering the weapon is already rather accurate. It increases damage output by at least 33% while the effect is active.
* ◈ Projectiles +1, Consumption +100% increases damage output by +28%. ● -40% Reload Time increases it to +61%, ● Magazine +60% increases it to +76%.
* ◈ *+65% DMG vs any elemental effect*(full text) is decently reliable if it appears with ◆ *Elemental DMG convert*(full text), since the weapon can inflict an elemental effect with a chance of 42% each second.
* ◈ +10% Lucky Shot Chance for 3s whenever hit an enemy (up to 150%). stacks very quickly, capable of capping the bonus in 0.83 seconds, increasing damage output by up to +100%.

## Update History

* 07/30/2021 update
	+ Removed 5-burst and 8-burst modes, replaced with full-auto.
	+ Increased damage from 44 to 60. Increased rate of fire from 16.0 to 24.0.
	+ Decreased reload time from 1.8s to 1.5s. Decreased magazine capacity from 40 to 28.
	+ Decreased elemental effect chance from 8% to 5%.
	+ Decreased maximum attack range from 120m to 70m.
	+ Decreased damage drop-off distance from 10m to 7m.
	+ Decreased vertical recoil.
	+ Increased horizontal recoil.
Fountain of Life

When picking up copper or ammo, recover 1 HP, or increase max HP by 1 for 10s if HP is full.

Enhanced ( 60?): When picking up copper or ammo, recover 1 HP and increase max HP by 1 for 10s.

### Unlock

Kill Spear-Thrower 100 times.

Fountain of Life is an Occult Scroll.

Recovers  Health? by 1 for each copper or ammo pickup obtained. If Health is full, maximum Health is increased for 10 seconds instead. Maximum Health stacks decay independently of each other.

The amount of copper or ammo gained has no effect on how much Health is recovered.

Breaking objects can also be used to recover health, since they drop ammo.

**Enhanced**: Always heals you and increases Maximum Health, regardless of current health.

## Synergies

### Positive

* Bullet Bank converts all ammo pickups to restore the currently held weapon's ammo, allowing all 3 ammo types to be picked up.
* Hidden Treasure gives extra copper pickups from breakable objects.
* Extra Surprise makes enemies drop extra copper.
* Flesh and Bones converts Shields/Armor to Health, increasing how much Health you can recover.
* Veteran increases maximum Health.

### Nullified

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

### Negative

* Devil's Covenant decreases maximum Health by -50%.
* Deadly Curse decreases maximum Health by -75%.

## Update History

* 06/24/2022 update: Rarity changed from legendary to rare.
* 11/18/2021 update: Unenhanced version can now increase maximum Health if your Health is full.
Lodestone Chapter

The Lodestone Chapter is the 17th Chapter in Pokemon Lodestone and the chapter from which the game is named. It can only be completed during the postgame. Below is a story synopsis of the Chapter.

## Chapter 17.1-A Brand New Expedition

### **Story Synopsis**

After defeating Champion Blaise and completing the main story, the player will wake up in their room. They will then receive a prompt stating that their journey isn't over, and that there are so many more things to do in the Zuluz Region. They will then receive a call from Professor Marula. He congratulates the player on their completion of the Pokemon League, and then tells them that even though the legend of Panthoria and Jybansi has come to a close, there is still many mysteries in the Zuluz region. He then asks you to come to his lab, as he has something amazing to show you.

Fly back to Nyeni Town, and enter Marula's research lab. The player will see Marula, as well as a few scientists huddling around a strange object. When the player approaches him, he explains that these strange, floating, meteorite like stones have been seen all around Maplan Mountain. He explains that there is another famous legend in the Zuluz Region, the story of the an ancient tribe, who lives in the very north of the region. The story explains that a pokemon known as "Magnacore" once lived alongside the Magnoan tribe, until a corrupt sage used its power for evil. and the two were locked up in a cavern at the top of Maplan Mountian. Marula believes that the presence of these floating stones means that something is wrong.

Marula then asks the player to accompany him to the northern tip of Zuluz and meet with the ancient Magnoan tribe. If the player accepts, the mission will begin.
Desert Boar

> "*A unique mammal of the Anxi Desert. Rumored to have been domesticated by exiled bandits, it usually appears in a group to plunder caravans. Don't be deceived by its petite, tender appearance and weak body as it is extremely aggressive.*"
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Desert Boar is an enemy found in Anxi Desert.

Desert Boar currently has no standard spawn locations. Instead it appears during Challenges, Vaults, when fighting Ichthyosaurus Offspring, or during early stage of Spiritual Assault.

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

Desert Boar are extremely weak on their own, having very low health. Usually a couple  Foundry shots is enough to kill one.

Their main strengths are their small size making it harder to hit with most weapons, along with the fact they tend to appear in swarms. However any weapon or skill with an area of effect will make quick work of them.

### Reincarnation 9

On Reincarnation level 9, attacks from Desert Boars inflict a slowing effect.

## Unlocks

Desert Boar will unlock the following items:

* Devil's Covenant: when killed 50 times.
* Refresh Addict: when killed 50 times.
Energy Storage

Primary Skill Capacity +1, but cooldown +30% (cannot be discarded).

Enhanced ( 100?): Primary Skill Capacity +2 (cannot be discarded).

Energy Storage is an Occult Scroll.

Allows use of Primary Skills twice in a row, however the increased cooldown lowers how fast it recharges in prolonged battles.

**Enhanced**: Increases primary skill capacity from +1 to +2, allowing up to 3 uses in a row, and removes the cooldown increase.

## Synergies

### Positive

* Terminal Lucidity will reset all cooldowns, refill all charges and give another use, such that there are at least 3 charges ready to use.
* Magic Watch has a 33% chance to reset the cooldown of the Primary Skill, ignoring the increased cooldown. Only 1 charge is reset in this way.
* Ancient Timer reduces primary skill cooldown by 50%.
* Flowing Time helps counter the increased cooldown, while also helping with charging up the second Primary Skill charge.

### Mixed

* Gold Medal partially restores Shields/Armor after using the Primary Skill, letting it be used twice in quick succession, but less often afterwards.

### Nullified

* Li's  Spiritual Flame is not managed by standard skill charge or cooldown, making this scroll useless.

## Update History

* 06/01/2023 update: Scroll can be dropped by default which wasn't possible before.
	+ However the description is only updated in Simplified Chinese.
Convergent Paths

After using a Weapon Skill, +40% Weapon DMG and -25% Skill DMG for 10s. After using the primary skill, +50% Skill DMG and -20% Weapon DMG for 10s. When both effects are active at the same time, the buff effect is doubled, and the debuff effect is removed.

Enhanced ( ??): After using the Weapon Skill, +80% Weapon DMG for 10s. After using the primary skill, +80% Skill DMG for 10s.

### Unlock

Unlocked by default.

Convergent Paths is an Occult Scroll.

After using a  Weapon Skill? (including  Scope?), gain +40% weapon damage but lose -25% skill damage. After using your primary skill, gain +50% skill damage but lose -20% weapon damage. Both effects last for 10 seconds.

When both effects are active at the same time however, both bonuses are doubled and the penalties are removed, for a total of +80% weapon damage and +100% skill damage.

Most effective when using a hybrid build which uses both a weapon with a weapon skill and your primary skill, though focusing on one and only using the other occasionally will still be effective.

For most intents and purposes, the damage penalty will be negligible, as it only has an effect if using both your primary skill and a weapon with no weapon skill, or both secondary skills/other skill damage effects and a weapon with a weapon skill. Some examples of this are  Energy Orb to freeze enemies for a weapon build, or  Porcupine to apply many hits for a  Fatal Bloom build.

**Enhanced**: Using a weapon skill will grant +80% weapon damage with no skill damage penalty, and using your primary skill will grant +100% skill damage with no weapon damage penalty. This removes the need to use both to get a higher bonus.

## Synergies

### Negative

* Dual-Wield and  Soul Strike are primary skills that deal weapon damage, such that only the penalty applies. In the case of Dual-Wield, since  Weapon Skill? is also disabled for the duration, it is almost impossible to counter the penalty (unless specified weapons like two  Wolf Gazes are used).
Duo Fjord

**Duo Fjord** is the third act in *Gunfire Reborn*.

Duo Fjord is a variety of locations, which are traveled through at night.

The first stage is through a mountainous section of the fjord, containing waterfalls, plant life and various passages through the mountain, with wooden construction aiding those who pass through.

The second stage is through a village that has come under attack, with buildings having taken damage and various fires scattered around.

The third stage is through a beach. Boats can be found broken and half sunk into the water alongside their respective docks, buildings and fishing supplies.

All 3 stages have very large areas, allowing  Snipers to take advantage of their long range.

Although there are burning buildings, ships and various wooden debris, they are not traps and do not deal damage.

## Normal Enemies

Lantern SpiritCatfish WarriorCatfish GunnerCatfish GruntYaksha of the SeasCatfish ManWhite SharkOctopusArrogant LobsterKappaCorrupt MonkNihilation MonkElite MonkFiddler CrabUmbrella SpiritDragon Qian
## Elite Enemies

Elite Catfish WarriorElite MonkElite YakshaElite Corrupt MonkElite LobsterElite Kappa
Dormant Bullet

The fewer bullets remaining in the magazine, the higher the Weapon DMG (up to +75%).

Enhanced ( 80?): The fewer bullets remaining in the magazine, the higher the Weapon DMG (up to +75%). When remaining magazine ammo is no higher than 10% (or just 2), recover 10% magazine ammo (at least 1) every second.

### Unlock

Kill Bandit Retainer 20 times.

Dormant Bullet is an Occult Scroll.

Using each magazine until it is empty will make sure you make full use of this scroll, since its effects are stronger based on how much percentage of the magazine has already been used.

Weapons that have very small magazines won't be able to take full advantage of this scroll due to the final shot being a higher percentage of the magazine.

**Enhanced**: When the magazine is below 10% capacity or only has 2 bullets remaining, 10% of the magazine (minimum of 1) is recovered every second. This greatly helps with keeping the bonus high while preventing reloads on weapons with a high magazine and low RoF in comparison, however it may also prevent having a high bonus with low RoF, very low magazine weapons such as  Bone Dragon and  Shrieker.

## Synergies

### Positive

* Bloody Ammo lets you keep firing even when the magazine is empty, allowing you to take full advantage of the maximum damage increase.

### Mixed

* Against the Flow can help keep magazines at a low ammo amount without being required to reload, but may also keep it at a high amount as well.
* Advanced Depot lets you keep your magazine at a certain percentage filled, so you can fire all but 1 ammo for a large damage increase. However it may also keep a magazine high, reducing the scroll's effectiveness or outright making it useless.

## Update History

* 03/26/2022 update: Enhanced version added.
Elemental Curse

Exponentially decrease the chance of inflicting elemental effect by weapons.

Elemental Curse 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.

Reduces the ability to inflict  Burning?,  Shock? or  Decay? with elemental weapons by -75%. Other ways to inflict elemental effects, such as  Smoke Grenade and  Blazing Hoop are not affected. This also includes the Inscriptions that cause elemental orbs to appear on crit.

## Synergies

### Positive

* Evil-Banishing Talisman cancels the effects of all cursed scrolls.
* Evil-Devouring Sword grants +25% weapon and skill damage for each cursed scroll.
* Elemental Weave overrides Elemental Curse, allowing you to inflict elemental effects for 3s after changing weapons.

### Reduced Positive

* Elemental Relic,  Elemental Bestowment,  Elemental Torment,  Fire Enthusiast,  Corrosion Enthusiast,  Lightning Enthusiast,  Decay Driver,  Elemental Convergence,  Elemental Power and  Elemental Magazine have reduced effectiveness.

### Mixed

* Good and Evil increases  Shields?/ Armor? by +15 for each cursed scroll owned, but loses its +15% Lucky Shot Chance.

## Update History

* 04/29/2021 update: Changed from elemental weapons have 0% effect chance to exponentially decreases weapon elemental effect chance.
Accurate Crush

Accurate Crush is an Ascension.

Increases the damage of  Blazing Meteor if it only hits 1 enemy. The damage listed is the total damage dealt, not the increased amount.

Average damage increases to 200% at level 1, 250% at level 2 and 320% at level 3.

When the effect occurs, the color of the damage number changes to a dark orange.