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Weapons

All-Seeing Eye

All-Seeing Eye

Earth
Weapons
DAMAGE38
STUNlow
HIPFIRE18.0m
ADS32.0m
STABILITYhigh
ROF1.0
MOBILITYlow
CLIP6

Critical hits hurt all enemies inside the All-Seeing Eye.

Mysterium Levels
Mysterium 1 +

Increased damage against enemies with more than 75% HP or less than 25% HP.

  • Enemies killed: 25
Mysterium 2 +

A magical circle appears on Critical hits, dealing damage to all enemies it frames, regardless of distance.

  • Enemies killed: 100
  • First Mysterium actions: 75
  • Second Mysterium Incantation x1
Mysterium 3 +

If the Critical hit dealt increased damage, the circle also applies Decay.

  • Enemies killed: 190
  • Second Mysterium actions: 100
  • Third Mysterium Incantation x1
Angelus

Angelus

Weapons
DAMAGE13
STUNaverage
HIPFIRE18.0m
ADS21.0m
STABILITYlow
ROF8.3
MOBILITYmedium
CLIP70

Turns defense into devastating counterattacks.

Mysterium Levels
Mysterium 1 +

Aiming down sights conjures ethereal shield wings.

  • Enemies killed: 25
Mysterium 2 +

Successful blocks briefly grant reduced fire rate with massively increased damage.

  • Enemies killed: 75
  • First Mysterium actions: 25
  • Second Mysterium Incantation x1
Mysterium 3 +

Last-moment blocking reduces shield cooldown and stuns melee attackers.

  • Enemies killed: 100
  • Second Mysterium actions: 35
  • Third Mysterium Incantation x1
Basilisk

Basilisk

Fire
Weapons
DAMAGE60
STUNaverage
HIPFIRE20.0m
ADS36.0m
STABILITYhigh
ROF1.1
MOBILITYlow
CLIP10

When ignited, the scope burns enemies. Uses Stamina.

Mysterium Levels
Mysterium 1 +

Critical hits ignite the scope for a few seconds, causing enemies viewed through the fiery scope to Burn.

  • Enemies killed: 25
Mysterium 2 +

Shooting a burning enemy extends the Burn duration.

  • Enemies killed: 50
  • First Mysterium actions: 25
  • Second Mysterium Incantation x1
Mysterium 3 +

Killing a burning enemy with a critical hit triggers an enhanced fiery scope that continuously damages enemies.

  • Enemies killed: 100
  • Second Mysterium actions: 100
  • Third Mysterium Incantation x1
Corpse Eater

Corpse Eater

Earth
Weapons
DAMAGE25
STUNaverage
HIPFIRE10.0m
ADS14.0m
STABILITYaverage
ROF3.6
MOBILITYvery high
CLIP12

Aimed critical hits apply Decay. Hip-fired shots deal increased damage to decaying enemies.

Mysterium Levels
Mysterium 1 +

Aimed critical hits apply Decay to the target. Hipfire shots devour the Decay for bonus damage.

  • Enemies killed: 25
Mysterium 2 +

Subsequent aimed critical hits on the same target apply stronger Decay. Subsequent hipfire hits on a {{Decay|Decaying}} target deal increased damage.

  • Enemies killed: 75
  • First Mysterium actions: 100
  • Second Mysterium Incantation x1
Mysterium 3 +

Hipfire shots on a {{Decay|Decaying}} enemy can contaminate another nearby enemy.

  • Enemies killed: 125
  • Second Mysterium actions: 100
  • Third Mysterium Incantation x1
Cricket

Cricket

Weapons
DAMAGE17
STUNvery low
HIPFIRE9.0m
ADS9.0m
STABILITYlow
ROF10.0
MOBILITYvery high
CLIP30

Dash after a kill reloads and boosts the gun.

Mysterium Levels
Mysterium 1 +

Boosts Stamina and spell recharge on kills.

  • Enemies killed: 25
Mysterium 2 +

Dashing right after the kill reloads the firearm.

  • Enemies killed: 100
  • First Mysterium actions: 60
  • Second Mysterium Incantation x1
Mysterium 3 +

Dashing right after the kill temporarily boosts the firearm's damage. Consecutive kills and dashes increase the damage boost.

  • Enemies killed: 190
  • Second Mysterium actions: 80
  • Third Mysterium Incantation x1
Duelist

Duelist

Fire
Weapons
DAMAGE25
STUNlow
HIPFIRE15.0m
ADS18.0m
STABILITYhigh
ROF4.1
MOBILITYmedium
CLIP12

Rewards duel victory with bullets that ignite enemies.

Mysterium Levels
Mysterium 1 +

After any kill, a Duel can be initiated by shooting an enemy while aiming down sights. Landing a critical hit {{Color|highlight

  • Enemies killed: 25
Mysterium 2 +

Duel victory also reloads the gun, adds Burn to bullets and quickens the reload while the empowerement lasts.

  • Enemies killed: 100
  • First Mysterium actions:25
  • Second Mysterium Incantation x1
Mysterium 3 +

Killing enemies extends the empowerement duration.

  • Enemies killed: 190
  • Second Mysterium actions: 40
  • Third Mysterium Incantation x1
Echo

Echo

Fire
Weapons
DAMAGE95
STUNaverage
HIPFIRE7.0m
ADS7.0m
STABILITYlow
ROF1.7
MOBILITYvery high
CLIP6

Pellets explode and ignite targets. Uses Stamina.

Mysterium Levels
Mysterium 1 +

Pellets have a delayed explosion that applies Burn. Lethal shots push enemies back with great force.

  • Enemies killed: 25
Mysterium 2 +

Lethal pellet explosion has more range and applies Burn to nearby enemies.

  • Enemies killed: 70
  • First Mysterium actions: 80
  • Second Mysterium Incantation x1
Mysterium 3 +

Sliding reloads two shells and temporarily increases damage.

  • Enemies killed: 120
  • Second Mysterium actions: 100
  • Third Mysterium Incantation x1
Fatum

Fatum

Fire
Weapons
DAMAGE10
STUNvery low
HIPFIRE9.0m
ADS9.0m
STABILITYvery low
ROF15.1
MOBILITYvery high
CLIP60

Transforms combat into a lethal wager, spinning its elemental rings to reward the fortunate.

Mysterium Levels
Mysterium 1 +

Reloading after a kill spins the barrel rings. Active rings increase weapon damage.

  • Enemies killed: 25
Mysterium 2 +

Rings now cycle through elements. Matching two colors grants bullets a chance to apply the rolled element.

  • Enemies killed: 75
  • First Mysterium actions: 25
  • Second Mysterium Incantation x1
Mysterium 3 +

A triple match grants infinite Stamina, ammo, or Light Spell charges. Kills increase the odds of a perfect spin.

  • Enemies killed: 100
  • Second Mysterium actions: 25
  • Third Mysterium Incantation x1
Frostbite

Frostbite

Water
Weapons
DAMAGE77
STUNhigh
HIPFIRE26.0m
ADS46.0m
STABILITYlow
ROF0.8
MOBILITYmedium
CLIP6

Perfect reloading rhythm imbues shots with freezing power.

Mysterium Levels
Mysterium 1 +

Well-timed secondary reload boosts damage for three shots.

  • Enemies killed: 25
Mysterium 2 +

Perfect Reload adds Freeze, duration scales with shots fired before reloading. Chaining Perfect Reload further boosts Mysterium I damage.

  • Enemies killed: 75
  • First Mysterium actions: 25
  • Second Mysterium Incantation x1
Mysterium 3 +

Three consecutive perfect reloads empower next shot with double damage and {{Freeze|Freezing}} trail.

  • Enemies killed: 100
  • Second Mysterium actions: 50
  • Third Mysterium Incantation x1
Hailstorm

Hailstorm

Water
Weapons
DAMAGE160
STUNaverage
HIPFIRE15.0m
ADS67.0m
STABILITYvery low
ROF0.8
MOBILITYvery low
CLIP5

Reloads bullets for Critical Hits. Uses Stamina.

Mysterium Levels
Mysterium 1 +

Every third consecutive Critical hit recharges the magazine with two extra bullets.

  • Enemies killed: 25
Mysterium 2 +

Consecutive Critical hits decrease zoom and flinch and increase handling and bullet bending. Mistakes or reloading reset the buff.

  • Enemies killed: 50
  • First Mysterium actions: 20
  • Second Mysterium Incantation x1
Mysterium 3 +

Every third consecutive Critical hit makes the target explode with a {{Freeze|Freezing}} shockwave.

  • Enemies killed: 100
  • Second Mysterium actions: 75
  • Third Mysterium Incantation x1
Hangfire

Hangfire

Fire
Weapons
DAMAGE38
STUNaverage
HIPFIRE15.0m
ADS19.0m
STABILITYlow
ROF2.2
MOBILITYvery high
CLIP6

Fires slugs that detonate on command with a reload.

Mysterium Levels
Mysterium 1 +

Bullets lodge into enemies or the environment and explode on reload.

  • Enemies killed: 25
Mysterium 2 +

The more enemies with lodged bullets, the bigger the damage of each bullet explosion.

  • Enemies killed: 100
  • First Mysterium actions: 50
  • Second Mysterium Incantation x1
Mysterium 3 +

Bullet explosions Burn enemies. Bullets lodged in the environment have significantly increased explosion range.

  • Enemies killed: 100
  • Second Mysterium actions: 75
  • Third Mysterium Incantation x1
Heart Eater

Heart Eater

Air
Weapons
DAMAGE53
STUNvery high
HIPFIRE14.0m
ADS19.0m
STABILITYaverage
ROF1.8
MOBILITYvery high
CLIP6

Critical hits expose a weak spot on the target. Shots that strike the weak spot deal increased damage.

Mysterium Levels
Mysterium 1 +

Critical hits spawn a Weakspot on the enemy. Weakspot shots deal extra damage.

  • Enemies killed: 25
Mysterium 2 +

Weakspot hits can spawn additional Weakspots.

  • Enemies killed: 75
  • First Mysterium actions: 40
  • Second Mysterium Incantation x1
Mysterium 3 +

Three Weakspot hits charge a Chain Lightning shot that deals bonus damage and spawns more Weakspots.

  • Enemies killed: 125
  • Second Mysterium actions: 30
  • Third Mysterium Incantation x1
Hunger

Hunger

Water
Weapons
DAMAGE38
STUNvery high
HIPFIRE15.0m
ADS21.0m
STABILITYlow
ROF2.8
MOBILITYvery high
CLIP6

Rewards perfect aim with increasingly potent bullets.

Mysterium Levels
Mysterium 1 +

Reloading grants one Charged bullet for each Critical hit before the reload. Charged bullets deal increased damage.

  • Enemies killed: 25
Mysterium 2 +

The more Critical hits before reload, the more powerful each Charged bullet after.

  • Enemies killed: 100
  • First Mysterium actions: 50
  • Second Mysterium Incantation x1
Mysterium 3 +

The first body shot after reload counts as Critical hit. Reloading grants Freeze for the first bullet if every shot was a Critical hit.

  • Enemies killed: 190
  • Second Mysterium actions: 75
  • Third Mysterium Incantation x1
Hypnosis

Hypnosis

Air
Weapons
DAMAGE40
STUNaverage
HIPFIRE20.0m
ADS36.0m
STABILITYlow
ROF0.9
MOBILITYmedium
CLIP10

Rewards a patient marksman with increased damage.

Mysterium Levels
Mysterium 1 +

Aiming down sights slowly charges the bullet with bonus damage.

  • Enemies killed: 25
Mysterium 2 +

Increased damage is weighted towards the end of the time window. A shot perfectly timed at the end of it inflicts even more damage.

  • Enemies killed: 100
  • First Mysterium actions: 80
  • Second Mysterium Incantation x1
Mysterium 3 +

After the third Perfect Shot in a row, Perfect Shots deal {{Shock|Lightning}} damage.

  • Enemies killed: 190
  • Second Mysterium actions: 120
  • Third Mysterium Incantation x1
Judgment

Judgment

Earth
Weapons
DAMAGE140
STUNhigh
HIPFIRE7.0m
ADS7.0m
STABILITYlow
ROF1.3
MOBILITYmedium
CLIP6

Hard-hitting weapon with two firing modes. Both can be charged for extra damage.

Mysterium Levels
Mysterium 1 +

Aiming down sights fires a slow-moving, long-range projectile.

  • Enemies killed: 25
Mysterium 2 +

Shots can be charged to increase power and projectile speed.

  • Enemies killed: 75
  • First Mysterium actions: 40
  • Second Mysterium Incantation x1
Mysterium 3 +

Shots can be charged longer to apply Decay when hipfired, or Freeze when aiming down sights.

  • Enemies killed: 120
  • Second Mysterium actions: 60
  • Third Mysterium Incantation x1
Koschei

Koschei

Earth
Weapons
DAMAGE20
STUNlow
HIPFIRE14.0m
ADS18.0m
STABILITYaverage
ROF6.3
MOBILITYmedium
CLIP36

A heavy rifle of cursed bones, unleashing a decaying swarm upon its prey.

Mysterium Levels
Mysterium 1 +

At the cost of Stamina, reloading unleashes bone shards that Decay enemies. Recharges every three kills.

  • Enemies killed: 25
Mysterium 2 +

Taking damage also recharges the swarm. Shooting decaying enemies prolongs their Decay.

  • Enemies killed: 75
  • First Mysterium actions: 30
  • Second Mysterium Incantation x1
Mysterium 3 +

After killing six enemies, unleashing the swarm launches more bone shards with enhanced Decay power.

  • Enemies killed: 100
  • Second Mysterium actions: 50
  • Third Mysterium Incantation x1
Martyr

Martyr

Weapons
DAMAGE20
STUNlow
HIPFIRE30.0m
ADS45.0m
STABILITYaverage
ROF5.0
MOBILITYmedium
CLIP16

Marks a victim for penance, causing every fired nail to find its way to their flesh.

Mysterium Levels
Mysterium 1 +

Shots fired while Aiming Down Sights Magnetize the target. In-flight nails curve towards Magnetized enemies.

  • Enemies killed: 25
Mysterium 2 +

Magnetizing an enemy now summons all nearby nails. Nails can strike multiple targets before shattering.

  • Enemies killed: 50
  • First Mysterium actions: 20
  • Second Mysterium Incantation x1
Mysterium 3 +

Environment can now be Magnetized, pulling all nearby nails to the impact point. Ripping out nails damages the enemy they are stuck in.

  • Enemies killed: 100
  • Second Mysterium actions: 75
  • Third Mysterium Incantation x1
Midas

Midas

Fire
Weapons
DAMAGE11
STUNvery low
HIPFIRE17.0m
ADS25.0m
STABILITYaverage
ROF11.1
MOBILITYmedium
CLIP60

Heats bullets, boosting damage or igniting enemies.

Mysterium Levels
Mysterium 1 +

Continous fire heats up the weapon. Bullets deal more damage when Heated and less when Overheated.

  • Enemies killed: 25
Mysterium 2 +

Overheated bullets apply Burn to enemies.

  • Enemies killed: 75
  • First Mysterium actions: 75
  • Second Mysterium Incantation x1
Mysterium 3 +

Reloading while Overheated damages Burning enemies. Very fast reload when the gun is Overheated.

  • Enemies killed: 190
  • Second Mysterium actions: 50
  • Third Mysterium Incantation x1
Nemesis

Nemesis

Fire
Weapons
DAMAGE70
STUNaverage
HIPFIRE18.0m
ADS32.0m
STABILITYaverage
ROF1.2
MOBILITYmedium
CLIP8

A lever-action rifle that chains deadly marks, punishing foes with fire and vengeance.

Mysterium Levels
Mysterium 1 +

Critical hits may mark nearby enemies. Marked enemies take increased critical damage.

  • Enemies killed: 25
Mysterium 2 +

The original target may also be marked. Killing a marked enemy with a critical hit instantly marks another.

  • Enemies killed: 100
  • First Mysterium actions: 40
  • Second Mysterium Incantation x1
Mysterium 3 +

Marking an enemy {{Burn|Burns}} them. Killing a marked enemy with a critical hit triggers a fiery shockwave, knocking back and Burning nearby enemies.

  • Enemies killed: 190
  • Second Mysterium actions: 60
  • Third Mysterium Incantation x1
Oracle

Oracle

Weapons
DAMAGE160
STUNhigh
HIPFIRE15.0m
ADS67.0m
STABILITYlow
ROF0.8
MOBILITYvery low
CLIP5

A sniper rifle able to kill enemies hidden from sight.

Mysterium Levels
Mysterium 1 +

Killing enemies charges the scope, enabling sight and shots through walls. Each kill grants one powered shot.

  • Enemies killed: 25
Mysterium 2 +

Scoped enemies are slowed.

  • Enemies killed: 50
  • First Mysterium actions: 25
  • Second Mysterium Incantation x1
Mysterium 3 +

Looking through a scope without firing for a moment increases damage.

  • Enemies killed: 100
  • Second Mysterium actions: 100
  • Third Mysterium Incantation x1
Psychopomp

Psychopomp

Weapons
DAMAGE90
STUNlow
HIPFIRE9.0m
ADS9.0m
STABILITYvery low
ROF4.3
MOBILITYvery high
CLIP10

Fast firing, regenerates more than ammo. Uses Stamina.

Mysterium Levels
Mysterium 1 +

Kills with a charged melee regenerate up to half a magazine.

  • Enemies killed: 25
Mysterium 2 +

Consecutive shots at the same target deal increased damage.

  • Enemies killed: 60
  • First Mysterium actions: 40
  • Second Mysterium Incantation x1
Mysterium 3 +

Kills recharge the melee attack.

  • Enemies killed: 120
  • Second Mysterium actions: 240
  • Third Mysterium Incantation x1
Ricochet

Ricochet

Air
Weapons
DAMAGE16
STUNhigh
HIPFIRE20.0m
ADS26.0m
STABILITYaverage
ROF6.6
MOBILITYmedium
CLIP30

Bullets ricochet among marked enemies.

Mysterium Levels
Mysterium 1 +

Up to three enemies can be tagged while aiming down sights. Shooting one ricochets the bullet to the others. The link breaks on reload or when all targets die.

  • Enemies killed: 25
Mysterium 2 +

The first shot on a tagged enemy deals massively increased stun damage.

  • Enemies killed: 75
  • First Mysterium actions: 50
  • Second Mysterium Incantation x1
Mysterium 3 +

A powerful Lightning appears each time an enemy is hit with seven ricocheted bullets.

  • Enemies killed: 100
  • Second Mysterium actions: 50
  • Third Mysterium Incantation x1
Rotweaver

Rotweaver

Earth
Weapons
DAMAGE8
STUNlow
HIPFIRE10.0m
ADS11.0m
STABILITYlow
ROF15.1
MOBILITYvery high
CLIP60

Designed for crowd control, spreads Decay among attacking hordes.

Mysterium Levels
Mysterium 1 +

Shots apply Decay. The longer the burst, the more powerful the curse. The effect wanes when the gun is not in use.

  • Enemies killed: 25
Mysterium 2 +

When an enemy dies from Decay, a few bullets are regenerated in the magazine.

  • Enemies killed: 100
  • First Mysterium actions: 50
  • Second Mysterium Incantation x1
Mysterium 3 +

After a few seconds, cysts form on decaying enemies. When shot, these cysts explode, spreading Decay to nearby enemies.

  • Enemies killed: 190
  • Second Mysterium actions: 75
  • Third Mysterium Incantation x1
Striga

Striga

Fire
Weapons
DAMAGE80
STUNhigh
HIPFIRE30.0m
ADS30.0m
STABILITYhigh
ROF0.6
MOBILITYvery high
CLIP7

A dual-element stake gun that impales targets or shatters them on impact.

Mysterium Levels
Mysterium 1 +

Deals bonus damage to stunned enemies.

  • Enemies killed: 25
Mysterium 2 +

The stake ignites after traveling a set distance, triggering a Burn shockwave on impact.

  • Enemies killed: 50
  • First Mysterium actions: 20
  • Second Mysterium Incantation x1
Mysterium 3 +

Critical hits Shock all nearby foes.

  • Enemies killed: 100
  • Second Mysterium actions: 75
  • Third Mysterium Incantation x1
Tribunal

Tribunal

Air
Weapons
DAMAGE160
STUNvery high
HIPFIRE7.0m
ADS7.0m
STABILITYlow
ROF1.6
MOBILITYvery high
CLIP3

Harnesses momentum to deliver a triple-barreled verdict of Shock.

Mysterium Levels
Mysterium 1 +

Dashing or sliding charges the next shot with Shock. Stacks up to three times.

  • Enemies killed: 25
Mysterium 2 +

Manual reloads also charge the next shot with Shock.

  • Enemies killed: 75
  • First Mysterium actions: 40
  • Second Mysterium Incantation x1
Mysterium 3 +

Charged overkills trigger a Shock explosion.

  • Enemies killed: 120
  • Second Mysterium actions: 60
  • Third Mysterium Incantation x1

Demonic Weapons

Falling Star

Falling Star

Demonic Weapons
DAMAGE250
STUNaverage
HIPFIRE30.0m
ADS30.0m
STABILITYaverage
ROF1.0
MOBILITYlow
CLIP6

When fired while aiming down sights, grenades home in onto the tagged enemy. The longer the grenades travel, the higher their damage.

Soul Eater

Soul Eater

Demonic Weapons
DAMAGE145
STUNhigh
HIPFIRE14.0m
ADS19.0m
STABILITYaverage
ROF2.7
MOBILITYvery high
CLIP12

Reveals the Soul Sigil of every nearby enemy at all times, allowing them to be stunned on demand.

Tempest

Tempest

Air
Demonic Weapons
DAMAGE13
STUNvery low
HIPFIRE20.0m
ADS24.0m
STABILITYvery high
ROF10.0
MOBILITYvery low
CLIP40

Brass-throated, demon-fed. Fires beams of shock and decay. Aimed, the throat opens wide — a single burst, all of it at once.

Vulture

Vulture

Demonic Weapons
DAMAGE200
STUNhigh
HIPFIRE20.0m
ADS24.0m
STABILITYhigh
ROF1.0
MOBILITYmedium
CLIP5

Fires a difficult to satiate arrow that actively seeks the next target after wounding one.

Whisper

Whisper

Demonic Weapons
DAMAGE220
STUNvery high
HIPFIRE20.0m
ADS20.0m
STABILITYvery high
ROF1.2
MOBILITYvery high
CLIP3

A device capable of stunning almost any enemy.

Melee Weapons

Buckler

Buckler

Melee Weapons
BASE DMG20
CHARGED30
SPECIAL DMG60
SPECIAL ATKBlock just before impact to Parry and fire a retaliation projectile.

Hold Melee to block all frontal damage.

Fist

Fist

Melee Weapons
BASE DMG20
CHARGED70
SPECIAL DMG50
SPECIAL ATKAttack again mid-swing to chain into a rising uppercut.

A brutal, close-quarters straight punch.

Katar

Katar

Melee Weapons
BASE DMG20
CHARGED100
SPECIAL DMG100
SPECIAL ATKAttack while sliding to perform a long-range predatory leap.

A precise, medium-range piercing strike.

Morning Star

Morning Star

Melee Weapons
BASE DMG20
CHARGED200
SPECIAL DMG60 - 200
SPECIAL ATKCrouch in mid-air to execute a ground slam shockwave.

A wide swing that knocks enemies back.

Sacring Bell

Sacring Bell

Melee Weapons
BASE DMG20
CHARGED100
SPECIAL DMG15
SPECIAL ATKHold charged melee to toll a stunning shockwave.

A heavy, short-range bludgeoning strike.

Zweihander

Zweihander

Fire
Melee Weapons
BASE DMG20
CHARGED50
SPECIAL DMG180, 120
SPECIAL ATKHold melee for a heavier blow. Hold longer to release a forward fire shockwave.

A quick pommel strike.

Light Spells

Blight Cyst

Blight Cyst

Earth
Light Spells

A cyst that attaches to the environment or enemies. Explodes after a while, but can be shot for a more powerful explosion.

Mysterium Levels
Mysterium 1 +
  • Auto-explosion range: 8m
  • Forced explosion range: 12m
Mysterium 2 +
  • Auto-explosion range: 10m
  • Forced explosion range: 14m
  • The cyst grows even bigger, allowing for easier targeting
  • Enemies hexed: 70
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Auto-explosion range: 12m
  • Forced explosion range: 16m
  • The cyst grows even bigger, allowing for easier targeting
  • Chance to regrow: 50%
  • Enemies hexed: 150
  • Third Mysterium Incantation x1
Fireballs

Fireballs

Fire
Light Spells

Three fireballs homing in onto multiple enemies.

Mysterium Levels
Mysterium 1 +
  • Direct hit damage: 35
  • Explosion range: 4m
Mysterium 2 +
  • Direct hit damage: 45
  • Explosion range: 5m
  • Extra charge
  • Enemies hexed: 70
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Direct hit damage: 50
  • Explosion range: 6m
  • Extra charge
  • Casting when in ADS focuses fireballs on a single target
  • Enemies hexed: 150
  • Third Mysterium Incantation x1
Firebreath

Firebreath

Fire
Light Spells

A fire breather's trick turned deadly, damaging enemies and recharging Melee.

Mysterium Levels
Mysterium 1 +

Range: 4m

Mysterium 2 +
  • Range: 5m
  • Deals bonus damage to already {{Burn|burning}} enemies
  • Enemies hexed: 25
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Range: 6m
  • Deals bonus damage to already burning enemies
  • Killing an enemy with the spell instantly recharges Melee
  • Enemies hexed: 50
  • Third Mysterium Incantation x1
Frost Cone

Frost Cone

Water
Light Spells

An icy cloud that freezes any enemies in its path.

Mysterium Levels
Mysterium 1 +

Damage: 20

Mysterium 2 +
  • Damage: 30
  • Affecting three enemies or more instantly refills the mag from reserves
  • Enemies hexed: 50
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Damage: 40
  • Affecting three enemies or more instantly refills the mag from reserves
  • Affecting five enemies or more instantly recharges the spell
  • Enemies hexed: 100
  • Third Mysterium Incantation x1
Ice Stiletto

Ice Stiletto

Water
Light Spells

An icy stiletto that freezes the targeted enemy.

Mysterium Levels
Mysterium 1 +

Damage: 20

Mysterium 2 +
  • Damage: 30
  • Critical hit with the stiletto doubles the damage and {{Freeze|freeze}} time
  • Enemies hexed: 25
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Damage: 40
  • Critical hit with the stiletto doubles the damage and {{Freeze|freeze}} time
  • Instant spell recharge rate if the stiletto did not hit any enemy
  • Enemies hexed: 50
  • Third Mysterium Incantation x1
Lightning Bolt

Lightning Bolt

Air
Light Spells

A lightning bolt that knocks back and shocks enemies.

Mysterium Levels
Mysterium 1 +
  • Enemies affected: 3
  • Range: 16m
Mysterium 2 +
  • Enemies affected: 4
  • Range: 18m
  • Damage: 20
  • Enemies hexed: 100
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Enemies affected: 5
  • Range: 20m
  • Damage: 40
  • The initial bolt stuns any Minor enemy at full health
  • Enemies hexed: 200
  • Third Mysterium Incantation x1
Pyre Skull

Pyre Skull

Fire
Light Spells

A burning skull that bursts on impact and rises again as a turret of flame.

Mysterium Levels
Mysterium 1 +

Increased range

Mysterium 2 +
  • Increased range
  • Killing the skull's prey extends its lifetime
  • Enemies hexed: 25
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Increased range
  • Killing the skull's prey extends its lifetime
  • Killing the skull's prey increases its damage
  • Enemies hexed: 50
  • Third Mysterium Incantation x1
Shockwave

Shockwave

Light Spells

A shockwave that stuns nearby Minor enemies and exhausted Major ones.

Mysterium Levels
Mysterium 1 +

Range: 10m

Mysterium 2 +
  • Range: 12m
  • Damage: 20
  • Enemies hexed: 50
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Range: 14m
  • Damage: 40
  • Instant recharge per enemy affected: +10%
  • Enemies hexed: 100
  • Third Mysterium Incantation x1
Stigma Diabolicum

Stigma Diabolicum

Earth
Light Spells

A cyst that attaches to enemies, becoming an additional weak spot.

Mysterium Levels
Mysterium 1 +
  • Damage Modifier: x1.25
  • Duration: 20s
Mysterium 2 +
  • Damage Modifier: x1.29
  • Duration: 25s
  • Applies Decay on contact
  • Enemies hexed: 25
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Damage Modifier: x1.35
  • Duration: 30s
  • Applies Decay on contact
  • Killing an enemy with {{Decay|decay}} or a shot with the cyst partially regenerates the spell
  • Enemies hexed: 50
  • Third Mysterium Incantation x1
Stormball

Stormball

Air
Light Spells

A ball of lightning that shocks any enemy near its path.

Mysterium Levels
Mysterium 1 +

Range: 5m

Mysterium 2 +
  • Range: 6m
  • After two seconds, the spell grows in power and range
  • Enemies hexed: 25
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Range: 7m
  • After two seconds, the spell grows in power and range
  • The ball explodes upon hitting an obstacle
  • Enemies hexed: 50
  • Third Mysterium Incantation x1
Twinshade

Twinshade

Light Spells

Strikes with a spectral sword or hammer, changing weapons based on enemy health.

Mysterium Levels
Mysterium 1 +

Summon the Sword when enemy is below: 60 HP

Mysterium 2 +
  • Summon the Sword when enemy is below: 75 HP
  • Summon the Sword and deal double damage when the enemy is stunned
  • Enemies hexed: 30
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Summon the Sword when enemy is below: 90 HP
  • Summon the Sword and deal double damage when the enemy is stunned
  • If the spell kills an enemy, part of the charge is refunded
  • Enemies hexed: 60
  • Third Mysterium Incantation x1

Heavy Spells

Burning Stake

Burning Stake

Fire
Heavy Spells

Summons a burning stake that ignites enemies. Damaging them charges the stake. Fully charged, the stake releases a fiery explosion.

Mysterium Levels
Mysterium 1 +
  • Duration: 25s
  • Range: 20m
Mysterium 2 +
  • Duration: 30s
  • Range: 25m
  • Inferno {{Burn|burn}} damage boost: +25%
  • Enemies hexed: 50
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Duration: 35s
  • Range: 30m
  • Inferno bonus|+50%
  • Killed enemies also partially charge the stake
  • Enemies hexed: 100
  • Third Mysterium Incantation x1
Cornucopia

Cornucopia

Heavy Spells

The last bullet regenerates right after firing. Manual reload can still be executed. Does not work with Demonic Weapons.

Mysterium Levels
Mysterium 1 +

Duration: 12s

Mysterium 2 +
  • Duration: 16s
  • Improved handling, stability and reload
  • Spell casts: 20
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Duration: 20s
  • Improved handling, stability and reload
  • Duration extended per kill: +1s
  • Spell casts: 40
  • Third Mysterium Incantation x1
Cursed Bell

Cursed Bell

Heavy Spells

Summons a cursed bell. Firing at the bell tolls it, stunning all nearby Minor enemies.

Mysterium Levels
Mysterium 1 +
  • Shockwave range: 30m
  • Duration: 20s
Mysterium 2 +
  • Shockwave range: 35m
  • Duration: 25s
  • Recharge speed reduction: 1s
  • Enemies hexed: 50
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Shockwave range: 40m
  • Duration: 30s
  • Recharge speed reduction: 2s
  • The final toll also stuns Major enemies
  • Enemies hexed: 100
  • Third Mysterium Incantation x1
Ice Sphere

Ice Sphere

Water
Heavy Spells

Conjures an icy sphere that protects the caster from damage and freezes any enemy that gets inside it.

Mysterium Levels
Mysterium 1 +

Sphere HP: 300

Mysterium 2 +
  • Sphere HP: 400
  • Double range for all weapons when inside the sphere
  • Enemies hexed: 50
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Sphere HP: 500
  • Double range for all weapons when inside the sphere
  • Double reload speed for all weapons when inside the sphere
  • Enemies hexed: 100
  • Third Mysterium Incantation x1
Iron Cross

Iron Cross

Air
Heavy Spells

Summons an iron cross with lightning bolts that bind all nearby enemies to it.

Mysterium Levels
Mysterium 1 +
  • Range: 10m
  • Duration: +7s
Mysterium 2 +
  • Range: 15m
  • Duration: +10s
  • Shock duration: +50%
  • Enemies hexed: 50
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Range: 20m
  • Duration: +13s
  • Shock duration: +100%
  • When finished, the cross {{Shock|Shocks}} all enemies in its range
  • Enemies hexed: 100
  • Third Mysterium Incantation x1
Miasma

Miasma

Earth
Heavy Spells

Summons a swinging incense burner that decays nearby enemies. Shooting the burner before it stops prolongs its duration.

Mysterium Levels
Mysterium 1 +
  • Radius: 15m
  • Duration: 35s
  • Enemies take increasing damage the longer they remain in the deadly cloud
Mysterium 2 +
  • Radius: 15m
  • Duration: 10s
  • Enemies take increasing damage the longer they remain in the deadly cloud
  • Burner spills acid when in full swing
  • Enemies hexed: 125
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Radius: 15m
  • Duration: 45s
  • Enemies take increasing damage the longer they remain in the deadly cloud
  • Burner spills acid when in full swing
  • Burner explodes with Decay upon expiration
  • Enemies hexed: 200
  • Third Mysterium Incantation x1
Rotten Fiend

Rotten Fiend

Fire
Heavy Spells

Resurrects a Grenadier who now attacks his former allies with incredible ferocity.

Mysterium Levels
Mysterium 1 +

Grenadier HP: 200

Mysterium 2 +
  • Grenadier HP: 300
  • Decay Aura around the Fiend. Affects all nearby enemies
  • Enemies hexed: 50
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Grenadier HP: 400
  • Decay Aura around the Fiend. Affects all nearby enemies
  • Taunts all nearby enemies when spawned
  • Enemies hexed: 100
  • Third Mysterium Incantation x1
Winter Nail

Winter Nail

Water
Heavy Spells

Calls down a flight of icicles. They freeze nearby enemies on impact and lodge in the ground where they fall.

Mysterium Levels
Mysterium 1 +

Icicles: 5

Mysterium 2 +
  • Icicles: 5
  • Shooting a lodged icicle releases a freezing shockwave
  • Enemies hexed: 50
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Icicles: 5
  • Shooting a lodged icicle releases a freezing shockwave
  • Striking a lodged icicle with melee launches it forward, freezing the first enemy it hits
  • Enemies hexed: 100
  • Third Mysterium Incantation x1

Relics

Biting Tongue

Biting Tongue

Water
Relics

Barrier breaks release a freezing shockwave.

Mysterium Levels
Mysterium 1 +

Shockwave range: 4m

Mysterium 2 +
  • Shockwave range: 5m
  • Barrier breaks instantly reload the wielded weapon
  • Kills with item equipped: 150
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Shockwave range: 6m
  • Barrier breaks instantly reload the wielded weapon
  • Dashing after a barrier break releases a second shockwave
  • Kills with item equipped: 250
  • Third Mysterium Incantation x1
Blood of a Banshee

Blood of a Banshee

Fire
Relics

Blood spilled by fire and lead. Overkill causes the victim to explode, igniting nearby enemies.

Mysterium Levels
Mysterium 1 +
  • Explosion range: 6m
  • Overkill value: 60 HP
Mysterium 2 +
  • Explosion range: 8m
  • Overkill value: 55 HP
  • Explosion damage: 20
  • Kills with item equipped: 150
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Explosion range: 10m
  • Overkill value: 50 HP
  • Explosion damage: 30
  • The explosion knocks back Minor enemies
  • Kills with item equipped: 250
  • Third Mysterium Incantation x1
Book of Serpents

Book of Serpents

Earth
Relics

A powerful talisman as well as a grimoire. Anyone who hurts its owner is cursed with Decay.

Mysterium Levels
Mysterium 1 +

Minor enemies can die instantly: 8%

Mysterium 2 +
  • Minor enemies can die instantly: 10%
  • Major enemies can die instantly: 6%
  • Kills with item equipped: 150
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Minor enemies can die instantly: 12%
  • Major enemies can die instantly: 6%
  • The curse {{Stagger|stuns}} Minor enemies
  • Kills with item equipped: 250
  • Third Mysterium Incantation x1
Braid of a Seductress

Braid of a Seductress

Water
Relics

Radiates an Aura that freezes any Minor enemy who wounds the owner of the relic with a melee attack.

Mysterium Levels
Mysterium 1 +

Melee damage reduction: -20%

Mysterium 2 +
  • Melee damage reduction: -25%
  • Killing the {{Freeze|frozen}} attacker restores lost health: 25%
  • Kills with item equipped: 150
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Melee damage reduction: -30%
  • Killing the {{Freeze|frozen}} attacker restores lost health: 50%
  • The aura also works against Major enemies
  • Kills with item equipped: 250
  • Third Mysterium Incantation x1
Eye of the Madwoman

Eye of the Madwoman

Air
Relics

An eye inked with the infant blood. The relic strikes any near death enemy with a heavenly lightning.

Mysterium Levels
Mysterium 1 +
  • Lightning damage: 50
  • Health threshold: 10%
Mysterium 2 +
  • Lightning damage: 60
  • Health threshold: 10%
  • Major enemy threshold: 20%
  • Kills with item equipped: 150
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Lightning damage: 70
  • Health threshold: 10%
  • Major enemy threshold: 30%
  • Bonus effect: {{Stagger|Stun}}
  • Kills with item equipped: 250
  • Third Mysterium Incantation x1
Kirfane

Kirfane

Air
Relics

After landing multiple shots, a bolt of lightning arcs between nearby enemies.

Mysterium Levels
Mysterium 1 +

Shots to trigger {{color|air

Mysterium 2 +
  • Shots to trigger {{color|air
  • Chance per shot to trigger {{color|air
  • Kills with item equipped: 150
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Shots to trigger {{color|air
  • Chance per shot to trigger {{color|air
  • Casting a Light Spell guarantees a {{color|air
  • Kills with item equipped: 250
  • Third Mysterium Incantation x1
Painted Tooth

Painted Tooth

Fire
Relics

A tooth found among witch's ashes. Critical shots on full health enemies ignite them.

Mysterium Levels
Mysterium 1 +

Bonus {{Burn|ignition}} damage: 5

Mysterium 2 +
  • Bonus ignition damage: 20
  • Bonus ignition damage to Major enemies: +50
  • Kills with item equipped: 150
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Bonus ignition damage: 30
  • Bonus ignition damage to Major enemies: +70
  • Chance to {{Stagger|stun}}: 10%
  • Kills with item equipped: 250
  • Third Mysterium Incantation x1
Parasite

Parasite

Earth
Relics

Curses the nearest enemy with Decay.

Mysterium Levels
Mysterium 1 +
  • Range: 10m
  • Effect cooldown: 10s
Mysterium 2 +
  • Range: 12m
  • Effect cooldown: 8s
  • When an afflicted enemy dies, their ailment jumps to the nearest foe with increased potency
  • Kills with item equipped: 150
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Range: 15m
  • Effect cooldown: 6s
  • When an afflicted enemy dies, their ailment jumps to the nearest foe with increased potency
  • Upon target's death, the effect may chain to two nearby foes: 30%
  • Kills with item equipped: 250
  • Third Mysterium Incantation x1
Scourge

Scourge

Relics

Prevents a fatal hit, removing bonus Stamina instead. Refreshes on regaining Focus.

Mysterium Levels
Mysterium 1 +

Stamina stacks removed: 10

Mysterium 2 +
  • Stamina stacks removed: 9
  • Getting hit triggers a damage bonus that is inversly proportional to remaining health
  • Kills with item equipped: 150
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Stamina stacks removed: 8
  • Getting hit triggers a damage bonus that is inversly proportional to remaining health
  • Improved healing effects when below 25% health
  • Kills with item equipped: 250
  • Third Mysterium Incantation x1
Severed Ear

Severed Ear

Relics

Reloading releases a shockwave that knocks back nearby enemies.

Mysterium Levels
Mysterium 1 +

Shockwave range: 7m

Mysterium 2 +
  • Shockwave range: 8m
  • Reload: -15%
  • Kills with item equipped: 150
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Shockwave range: 9m
  • Reload: -20%
  • The shockwave damages enemies affected by Decay
  • Kills with item equipped: 250
  • Third Mysterium Incantation x1

Fetishes

Balewort

Balewort

Fetishes

Kills release healing witchfire orbs. The closer to death, the more often they appear and the more they restore.

Mysterium Levels
Mysterium 1 +
  • Drop chance: 30%
  • Essence time to live: 4s
Mysterium 2 +
  • Drop chance: 35%
  • Essence time to live: 5s
  • Pickup range: +2m
  • Kills with item equipped: 150
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Drop chance: 40%
  • Essence time to live: 6s
  • Pickup range: +3m
  • Spell recharge per essence: 20%
  • Kills with item equipped: 250
  • Third Mysterium Incantation x1
Belladonna

Belladonna

Fetishes

A regenerating aura that fully shields against minor damage but allows any stronger attack to penetrate.

Mysterium Levels
Mysterium 1 +
  • Damage threshold: 15 HP
  • Shield cooldown: 80s
Mysterium 2 +
  • Damage threshold: 20 HP
  • Shield cooldown: 70s
  • Getting hit shortens the shield's cooldown: -6s
  • Kills with item equipped: 150
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Damage threshold: 25 HP
  • Shield cooldown: 60s
  • Getting hit shortens the shield's cooldown: -12s
  • Drinking an Elixir instantly recharges the shield
  • Kills with item equipped: 250
  • Third Mysterium Incantation x1
Bittersweet Nightshade

Bittersweet Nightshade

Fetishes

Any damage taken makes the fetish release a powerful shockwave.

Mysterium Levels
Mysterium 1 +

Shockwave range: 40m

Mysterium 2 +
  • Shockwave range: 50m
  • Shockwave damage: 20
  • Kills with item equipped: 150
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Shockwave range: 60m
  • Shockwave damage: 30
  • When low on health, shockwave stuns enemies
  • Health threshold: 40%
  • Kills with item equipped: 250
  • Third Mysterium Incantation x1
Henbane

Henbane

Fetishes

Significantly increases the effectiveness of healing elixirs.

Mysterium Levels
Mysterium 1 +

Healing: +50%

Mysterium 2 +
  • Healing: +60%
  • Damage reduction after consuming an elixir: +40%
  • Damage reduction duration: 6s
  • Kills with item equipped: 150
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Healing: +70%
  • Damage reduction after consuming an elixir: +50%
  • Damage reduction duration: 8s
  • Healing duration: -50%
  • Kills with item equipped: 250
  • Third Mysterium Incantation x1
Mandrake

Mandrake

Fetishes

Prevents fatal damage once per expedition. Activated, restores some health, fully recharges spells, and grants a few seconds of immunity to any incoming damage.

Mysterium Levels
Mysterium 1 +
  • Health on resurrection: 50%
  • Immunity: 5s
Mysterium 2 +
  • Health on resurrection: 75%
  • Immunity: 6s
  • While immune, Light Spell recharges instantly
  • Kills with item equipped: 150
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Health on resurrection: 100%
  • Immunity: 7s
  • While immune, Light Spell recharges instantly
  • Weapon damage while immune: +100%
  • Kills with item equipped: 250
  • Third Mysterium Incantation x1
Monkshood

Monkshood

Fetishes

Absorbing a Manifestation crystal adds a magical shield that neutralizes any damage once and then dissipates.

Mysterium Levels
Mysterium 1 +

Maximum shield layers: 3

Mysterium 2 +
  • Maximum shield layers: 4
  • Extra shield chance: 50%
  • Kills with item equipped: 150
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Maximum shield layers: 5
  • Extra shield chance: 70%
  • Chance for a shield to hold: 25%
  • Kills with item equipped: 250
  • Third Mysterium Incantation x1
Yew

Yew

Fetishes

Collecting shield orbs sometimes dropped by enemies grants a temporary shield.

Mysterium Levels
Mysterium 1 +

Shield duration: 8s

Mysterium 2 +
  • Shield duration: 10s
  • Collecting an orb purges all ailments
  • Reload time while the shield is active: -25%
  • Kills with item equipped: 150
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Shield duration: 12s
  • Collecting an orb purges all ailments
  • Reload time while the shield is active: -35%
  • Collecting an orb knocks back nearby enemies and grants a brief speed burst
  • Kills with item equipped: 250
  • Third Mysterium Incantation x1

Rings

Crown of Fire

Crown of Fire

Fire
Rings

Dash applies the Fire elemental to a weapon for a short time.

Mysterium Levels
Mysterium 1 +

Duration: 1s

Mysterium 2 +
  • Duration: 1.1s
  • {{Burn|Igniting}} an enemy partially reloads the magazine
  • Kills with item equipped: 150
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Duration: 1.2s
  • Igniting an enemy partially reloads the magazine
  • Double dash triples the duration
  • Kills with item equipped: 250
  • Third Mysterium Incantation x1
Dynamo Ring

Dynamo Ring

Air
Rings

Dashing electrocutes the last enemy damaged by firearms.

Mysterium Levels
Mysterium 1 +

Damage: 15

Mysterium 2 +
  • Damage: 20
  • Killing enemies temporarily powers up the discharge. This effect stacks.
  • Max kill stacks: 3
  • Kills with item equipped: 150
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Damage: 25
  • Killing enemies temporarily powers up the discharge. This effect stacks.
  • Max kill stacks: 6
  • Enemies killed by the discharge explode
  • Kills with item equipped: 250
  • Third Mysterium Incantation x1
Meteor Ring

Meteor Ring

Fire
Rings

Slides are longer and create a damaging fire trail that burns enemies.

Mysterium Levels
Mysterium 1 +
  • Slide length: +0m
  • Tick damage: 6
Mysterium 2 +
  • Slide length: +2m
  • Tick damage: 8
  • Collisions with enemies deal damage: 40
  • Kills with item equipped: 150
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Slide length: +3m
  • Tick damage: 10
  • Collisions with enemies deal damage: 50
  • Sliding past enemies {{Burn|burns}} them
  • Kills with item equipped: 250
  • Third Mysterium Incantation x1
Ring of Excreta

Ring of Excreta

Earth
Rings

Dash leaves behind a delayed bomb that damages and knocks back enemies.

Mysterium Levels
Mysterium 1 +
  • Explosion range: 5m
  • Bomb damage: 20
Mysterium 2 +
  • Explosion range: 6m
  • Bomb damage: 25
  • Dash distance: 2m
  • Kills with item equipped: 150
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Explosion range: 7m
  • Bomb damage: 30
  • Dash distance: 3m
  • The bomb applies a Decay curse
  • Kills with item equipped: 250
  • Third Mysterium Incantation x1
Ring of Obedience

Ring of Obedience

Rings

Dashing while looking at the last wounded enemy pushes them in the direction of the Dash.

Mysterium Levels
Mysterium 1 +
  • Push damage: 20
  • Activation distance: 20m
Mysterium 2 +
  • Push damage: 30
  • Activation distance: 25m
  • Stamina regenerated on push kills: 25
  • Kills with item equipped: 150
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Push damage: 40
  • Activation distance: 30m
  • Stamina regenerated on push kills: 50
  • Three consecutive pushes stun minor enemies
  • Kills with item equipped: 250
  • Third Mysterium Incantation x1
Ring of Thorns

Ring of Thorns

Water
Rings

Dodging a melee attack with Dash freezes the attacker. Killing them before they thaw occasionally creates an ammo-replenishing orb.

Mysterium Levels
Mysterium 1 +

Chance to drop an ammo-replenishing orb

Mysterium 2 +
  • Chance to drop an ammo-replenishing orb
  • The orb fully regenerates Stamina
  • Kills with item equipped: 150
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Chance to drop an ammo-replenishing orb
  • The orb fully regenerates Stamina
  • The orb fully recharges the Light Spell
  • Kills with item equipped: 250
  • Third Mysterium Incantation x1
Ring of Wings

Ring of Wings

Rings

Allows to Dash mid-air.

Mysterium Levels
Mysterium 1 +

Airborne jump Stamina cost: -10%

Mysterium 2 +
  • Airborne jump Stamina cost: -20%
  • Dashing after double-jumping costs less Stamina
  • Kills with item equipped: 150
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Airborne jump Stamina cost: -30%
  • Dashing after double-jumping costs less Stamina
  • Improved mid-air directional control
  • No fall damage
  • Kills with item equipped: 250
  • Third Mysterium Incantation x1
Shadowmist Ring

Shadowmist Ring

Water
Rings

Dashing turns the ring bearer into a shadow mist that can pass through enemies.

Mysterium Levels
Mysterium 1 +

Activation distance: 9m

Mysterium 2 +
  • Activation distance: 10m
  • Enemy health taken: 25
  • Kills with item equipped: 150
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Activation distance: 11m
  • Enemy health taken: 35
  • Chance to {{Freeze|freeze}}: 50%
  • Kills with item equipped: 250
  • Third Mysterium Incantation x1
Static Ring

Static Ring

Air
Rings

Sliding leaves behind a lightning mote that shocks nearby enemies.

Mysterium Levels
Mysterium 1 +
  • Radius: 6m
  • Bonus slide distance: +2m
Mysterium 2 +
  • Radius: 7m
  • Bonus slide distance: +2.5m
  • Slows enemies for: 1.5s
  • Kills with item equipped: 150
  • Second Mysterium Incantation x1
Mysterium 3 +
  • Radius: 8m
  • Bonus slide distance: +3m
  • Slows enemies for: 2s
  • Shooting the mote detonates it
  • Kills with item equipped: 250
  • Third Mysterium Incantation x1

Beads

Acute Ailment Bead

Acute Ailment Bead

Beads
REQUIREMENTS
Witchery 30+

Ailments have shorter duration but are more powerful

Adrenaline Bead

Adrenaline Bead

Beads
REQUIREMENTS
Flesh 25+
Blood 20+

Taking damage with empty Stamina fully restores it

Ailment Immunity Bead

Ailment Immunity Bead

Beads
REQUIREMENTS
Flesh 30+
Witchery 30+

Ailment Immunity

Ailment Power Bead I

Ailment Power Bead I

Beads
REQUIREMENTS
Witchery 15+

Ailment Power: +25%

Ammo Preservation Bead

Ammo Preservation Bead

Beads
REQUIREMENTS
Arsenal 15+
Faith 30+

Firing occasionally doesn't consume ammo

Ammo Reserves Bead I

Ammo Reserves Bead I

Beads
REQUIREMENTS
Arsenal 20+

Ammo Reserves: +20%

Bead of Barachiel

Bead of Barachiel

Beads
REQUIREMENTS No stat requirements

25% damage boost on ammo pickup: up to 9s Ammo from small ammo pickups: up to +30% The bead's power grows with Arsenal

Bead of Cain

Bead of Cain

Beads
REQUIREMENTS No stat requirements

Damage to powerful enemies: up to +25% Damage from powerful enemies: up to -30% The bead's power grows with Faith

Bead of Elias

Bead of Elias

Beads
REQUIREMENTS No stat requirements

Reduced damage from Madness: up to -70% Madness recovery delay: up to -75% The bead's power grows with Mind

Bead of Goliath

Bead of Goliath

Beads
REQUIREMENTS No stat requirements

Nearby enemies scale resistance (up to 5) Bonus resistance per enemy: up to +7% The bead's power grows with Flesh

Bead of Mammon

Bead of Mammon

Beads
REQUIREMENTS No stat requirements

Increased item drop chances: up to +50% Increased witchfire gains: up to +25% The bead's power grows with Witchery

Bead of Orion

Bead of Orion

Beads
REQUIREMENTS No stat requirements

Increased entry portal duration: up to +100% Reduced return portal delay: up to -60% The bead's power grows with Faith

Bead of Sefer

Bead of Sefer

Beads
REQUIREMENTS No stat requirements

Trap activation delay: up to +0.6s The bead's power grows with Blood

Blessed Aim Bead I

Blessed Aim Bead I

Beads
REQUIREMENTS
Faith 15+

Blessed Aim: +15%

Blessed Aim Bead II

Blessed Aim Bead II

Beads
REQUIREMENTS
Faith 30+

Blessed Aim: +20%

Blessed Fire Bead

Blessed Fire Bead

Beads
REQUIREMENTS
Arsenal 20+
Faith 30+

Blessed Aim hits set enemies on fire

Blessed Hits Bead

Blessed Hits Bead

Beads
REQUIREMENTS
Arsenal 20+
Faith 40+

Blessed Aim hits deal 50% more damage

Brawler Bead

Brawler Bead

Beads
REQUIREMENTS
Flesh 20+

Drastically increases uncharged punch damage

Crystal Spell Bead

Crystal Spell Bead

Beads
REQUIREMENTS
Witchery 25+

Witchfire crystals recharge spells by size

Dash Range Bead

Dash Range Bead

Beads
REQUIREMENTS
Flesh 15+
Blood 30+

Dash distance: +50%

Dash Stamina Bead

Dash Stamina Bead

Beads
REQUIREMENTS
Flesh 20+
Blood 30+

Consecutive dashes drain less Stamina

Demonic Ammo Bead

Demonic Ammo Bead

Beads
REQUIREMENTS
Arsenal 30+
Faith 15+

Expedition begins with two mags of Demonic Ammo

Divine Intervention Bead I

Divine Intervention Bead I

Beads
REQUIREMENTS
Faith 15+

Divine Intervention: +20%

Elemental Duration Bead I

Elemental Duration Bead I

Beads
REQUIREMENTS
Witchery 25+

Elemental Duration: +25%

Elixir Bead I

Elixir Bead I

Beads
REQUIREMENTS
Mind 20+

Elixir slots: +1

Elixir Bead II

Elixir Bead II

Beads
REQUIREMENTS
Mind 40+

Elixir slots: +2

Forager Bead

Forager Bead

Beads
REQUIREMENTS
Mind 18+
Witchery 18+

Mushrooms grant spell regeneration and increased healing

Free Arcana Bead

Free Arcana Bead

Beads
REQUIREMENTS
Mind 40+
Witchery 20+

Unveiling Arcana has no cost

Healing Bead I

Healing Bead I

Beads
REQUIREMENTS
Mind 15+

Healing: +25%

Health Bead I

Health Bead I

Beads
REQUIREMENTS No stat requirements

Health: +10%

Health Bead II

Health Bead II

Beads
REQUIREMENTS
Flesh 25+

Health: +20%

Immune Dash Bead

Immune Dash Bead

Beads
REQUIREMENTS
Blood 30+
Faith 15+

Dashing costs more Stamina but grants damage immunity

Incense Bead I

Incense Bead I

Beads
REQUIREMENTS
Flesh 15+
Mind 25+

Incense activation chance and power: +15%

Light Spell Charge Bead

Light Spell Charge Bead

Beads
REQUIREMENTS
Blood 15+
Witchery 35+

Extra Light Spell charge

Long Range Bead

Long Range Bead

Beads
REQUIREMENTS
Blood 20+
Arsenal 40+

Sniper rifles are no longer unwieldy

Long Slide Bead

Long Slide Bead

Beads
REQUIREMENTS
Blood 17+

Increased slide distance

Madness Bead I

Madness Bead I

Beads
REQUIREMENTS
Mind 15+

Madness Resistance: +25%

Melee Charge Bead

Melee Charge Bead

Beads
REQUIREMENTS
Flesh 25+

Extra melee charge with reduced regeneration speed

Melee Recharge Bead I

Melee Recharge Bead I

Beads
REQUIREMENTS
Flesh 15+

Melee Recharge: +25%

Metanoia Bead I

Metanoia Bead I

Beads
REQUIREMENTS
Witchery 15+

Metanoia: +25%

Plunder Bead

Plunder Bead

Beads
REQUIREMENTS
Flesh 13+
Faith 24+

Opening chests regenerates health

Providence Bead I

Providence Bead I

Beads
REQUIREMENTS
Faith 20+

Providence: +20%

Quickdraw Bead

Quickdraw Bead

Beads
REQUIREMENTS
Arsenal 25+

Greatly increased weapon swap speed

Resistance Bead

Resistance Bead

Beads
REQUIREMENTS
Flesh 30+
Blood 20+

Damage resistance (+20%) at low Health (<50%)

Short Range Bead

Short Range Bead

Beads
REQUIREMENTS
Blood 15+
Arsenal 30+

Shotguns are no longer unwieldy

Sigil Slide Bead

Sigil Slide Bead

Beads
REQUIREMENTS
Witchery 18+

Souls Sigils also appear after sliding

Spell Recharge Bead I

Spell Recharge Bead I

Beads
REQUIREMENTS
Witchery 15+

Spell Recharge: +20%

Sprint Bead

Sprint Bead

Beads
REQUIREMENTS
Blood 40+

Sprinting doesn't drain Stamina

Stamina Bead I

Stamina Bead I

Beads
REQUIREMENTS
Blood 15+

Stamina: +20%

Stamina Sigil Bead

Stamina Sigil Bead

Beads
REQUIREMENTS
Blood 25+

Destroying a Soul Sigil restores Stamina

Traps Bead

Traps Bead

Beads
REQUIREMENTS
Mind 30+
Witchery 20+

Traps are visible on the minimap

Triple Reward Bead

Triple Reward Bead

Beads
REQUIREMENTS
Faith 20+

Providence may yield triple rewards

Unbroken Reload Bead

Unbroken Reload Bead

Beads
REQUIREMENTS
Blood 18+
Arsenal 26+

Dashing no longer interrupts reloading

Vigor Bead I

Vigor Bead I

Beads
REQUIREMENTS
Blood 20+

Vigor: +25%

Weapon Range Bead I

Weapon Range Bead I

Beads
REQUIREMENTS
Arsenal 15+

Weapon Range: +10%