Element Preferences
Select elements that you want in your loadout. Every slot will try to use an item with your selected elements. All selected elements are guaranteed to be included at least once.
Exclude Items
Critical hits hurt all enemies inside the All-Seeing Eye.
Turns defense into devastating counterattacks.
When ignited, the scope burns enemies. Uses Stamina.
Aimed critical hits apply Decay. Hip-fired shots deal increased damage to decaying enemies.
Dash after a kill reloads and boosts the gun.
Rewards duel victory with bullets that ignite enemies.
Pellets explode and ignite targets. Uses Stamina.
When fired while aiming down sights, grenades home in onto the tagged enemy. The longer the grenades travel, the higher their damage.
Transforms combat into a lethal wager, spinning its elemental rings to reward the fortunate.
Perfect reloading rhythm imbues shots with freezing power.
Reloads bullets for Critical Hits. Uses Stamina.
Fires slugs that detonate on command with a reload.
Critical hits expose a weak spot on the target. Shots that strike the weak spot deal increased damage.
Rewards perfect aim with increasingly potent bullets.
Rewards a patient marksman with increased damage.
Hard-hitting weapon with two firing modes. Both can be charged for extra damage.
A heavy rifle of cursed bones, unleashing a decaying swarm upon its prey.
Marks a victim for penance, causing every fired nail to find its way to their flesh.
Heats bullets, boosting damage or igniting enemies.
A lever-action rifle that chains deadly marks, punishing foes with fire and vengeance.
A sniper rifle able to kill enemies hidden from sight.
Fast firing, regenerates more than ammo. Uses Stamina.
Bullets ricochet among marked enemies.
Designed for crowd control, spreads Decay among attacking hordes.
Reveals the Soul Sigil of every nearby enemy at all times, allowing them to be stunned on demand.
A dual-element stake gun that impales targets or shatters them on impact.
Brass-throated, demon-fed. Fires beams of shock and decay. Aimed, the throat opens wide — a single burst, all of it at once.
Harnesses momentum to deliver a triple-barreled verdict of Shock.
Fires a difficult to satiate arrow that actively seeks the next target after wounding one.
A device capable of stunning almost any enemy.
Hold Melee to block all frontal damage.
A brutal, close-quarters straight punch.
A precise, medium-range piercing strike.
A wide swing that knocks enemies back.
A heavy, short-range bludgeoning strike.
A quick pommel strike.
A cyst that attaches to the environment or enemies. Explodes after a while, but can be shot for a more powerful explosion.
Summons a burning stake that ignites enemies. Damaging them charges the stake. Fully charged, the stake releases a fiery explosion.
The last bullet regenerates right after firing. Manual reload can still be executed. Does not work with Demonic Weapons.
Summons a cursed bell. Firing at the bell tolls it, stunning all nearby Minor enemies.
Three fireballs homing in onto multiple enemies.
A fire breather's trick turned deadly, damaging enemies and recharging Melee.
An icy cloud that freezes any enemies in its path.
Conjures an icy sphere that protects the caster from damage and freezes any enemy that gets inside it.
An icy stiletto that freezes the targeted enemy.
Summons an iron cross with lightning bolts that bind all nearby enemies to it.
A lightning bolt that knocks back and shocks enemies.
Summons a swinging incense burner that decays nearby enemies. Shooting the burner before it stops prolongs its duration.
A burning skull that bursts on impact and rises again as a turret of flame.
Resurrects a Grenadier who now attacks his former allies with incredible ferocity.
A shockwave that stuns nearby Minor enemies and exhausted Major ones.
A cyst that attaches to enemies, becoming an additional weak spot.
A ball of lightning that shocks any enemy near its path.
Strikes with a spectral sword or hammer, changing weapons based on enemy health.
Calls down a flight of icicles. They freeze nearby enemies on impact and lodge in the ground where they fall.
Kills release healing witchfire orbs. The closer to death, the more often they appear and the more they restore.
A regenerating aura that fully shields against minor damage but allows any stronger attack to penetrate.
Barrier breaks release a freezing shockwave.
Any damage taken makes the fetish release a powerful shockwave.
Blood spilled by fire and lead. Overkill causes the victim to explode, igniting nearby enemies.
A powerful talisman as well as a grimoire. Anyone who hurts its owner is cursed with Decay.
Radiates an Aura that freezes any Minor enemy who wounds the owner of the relic with a melee attack.
Dash applies the Fire elemental to a weapon for a short time.
Dashing electrocutes the last enemy damaged by firearms.
An eye inked with the infant blood. The relic strikes any near death enemy with a heavenly lightning.
Significantly increases the effectiveness of healing elixirs.
After landing multiple shots, a bolt of lightning arcs between nearby enemies.
Prevents fatal damage once per expedition. Activated, restores some health, fully recharges spells, and grants a few seconds of immunity to any incoming damage.
Slides are longer and create a damaging fire trail that burns enemies.
Absorbing a Manifestation crystal adds a magical shield that neutralizes any damage once and then dissipates.
A tooth found among witch's ashes. Critical shots on full health enemies ignite them.
Curses the nearest enemy with Decay.
Dash leaves behind a delayed bomb that damages and knocks back enemies.
Dashing while looking at the last wounded enemy pushes them in the direction of the Dash.
Dodging a melee attack with Dash freezes the attacker. Killing them before they thaw occasionally creates an ammo-replenishing orb.
Allows to Dash mid-air.
Prevents a fatal hit, removing bonus Stamina instead. Refreshes on regaining Focus.
Reloading releases a shockwave that knocks back nearby enemies.
Dashing turns the ring bearer into a shadow mist that can pass through enemies.
Sliding leaves behind a lightning mote that shocks nearby enemies.
Collecting shield orbs sometimes dropped by enemies grants a temporary shield.
Ailments have shorter duration but are more powerful
Taking damage with empty Stamina fully restores it
Ailment Immunity
Ailment Power: +25%
Firing occasionally doesn't consume ammo
Ammo Reserves: +20%
25% damage boost on ammo pickup: up to 9s Ammo from small ammo pickups: up to +30% The bead's power grows with Arsenal
Damage to powerful enemies: up to +25% Damage from powerful enemies: up to -30% The bead's power grows with Faith
Reduced damage from Madness: up to -70% Madness recovery delay: up to -75% The bead's power grows with Mind
Nearby enemies scale resistance (up to 5) Bonus resistance per enemy: up to +7% The bead's power grows with Flesh
Increased item drop chances: up to +50% Increased witchfire gains: up to +25% The bead's power grows with Witchery
Increased entry portal duration: up to +100% Reduced return portal delay: up to -60% The bead's power grows with Faith
Trap activation delay: up to +0.6s The bead's power grows with Blood
Blessed Aim: +15%
Blessed Aim: +20%
Blessed Aim hits set enemies on fire
Blessed Aim hits deal 50% more damage
Drastically increases uncharged punch damage
Witchfire crystals recharge spells by size
Dash distance: +50%
Consecutive dashes drain less Stamina
Expedition begins with two mags of Demonic Ammo
Divine Intervention: +20%
Elemental Duration: +25%
Elixir slots: +1
Elixir slots: +2
Mushrooms grant spell regeneration and increased healing
Unveiling Arcana has no cost
Healing: +25%
Health: +10%
Health: +20%
Dashing costs more Stamina but grants damage immunity
Incense activation chance and power: +15%
Extra Light Spell charge
Sniper rifles are no longer unwieldy
Increased slide distance
Madness Resistance: +25%
Extra melee charge with reduced regeneration speed
Melee Recharge: +25%
Metanoia: +25%
Opening chests regenerates health
Providence: +20%
Greatly increased weapon swap speed
Damage resistance (+20%) at low Health (<50%)
Shotguns are no longer unwieldy
Souls Sigils also appear after sliding
Spell Recharge: +20%
Sprinting doesn't drain Stamina
Stamina: +20%
Destroying a Soul Sigil restores Stamina
Traps are visible on the minimap
Providence may yield triple rewards
Dashing no longer interrupts reloading
Vigor: +25%
Weapon Range: +10%