Filter by Category
Filter by Element
Weapons
All-Seeing Eye
EarthCritical hits hurt all enemies inside the All-Seeing Eye.
Increased damage against enemies with more than 75% HP or less than 25% HP.
- Enemies killed: 25
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
If the Critical hit dealt increased damage, the circle also applies Decay.
- Enemies killed: 190
- Second Mysterium actions: 100
- Third Mysterium Incantation x1
Angelus
Turns defense into devastating counterattacks.
Aiming down sights conjures ethereal shield wings.
- Enemies killed: 25
Successful blocks briefly grant reduced fire rate with massively increased damage.
- Enemies killed: 75
- First Mysterium actions: 25
- Second Mysterium Incantation x1
Last-moment blocking reduces shield cooldown and stuns melee attackers.
- Enemies killed: 100
- Second Mysterium actions: 35
- Third Mysterium Incantation x1
Basilisk
FireWhen ignited, the scope burns enemies. Uses Stamina.
Critical hits ignite the scope for a few seconds, causing enemies viewed through the fiery scope to Burn.
- Enemies killed: 25
Shooting a burning enemy extends the Burn duration.
- Enemies killed: 50
- First Mysterium actions: 25
- Second Mysterium Incantation x1
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
EarthAimed critical hits apply Decay. Hip-fired shots deal increased damage to decaying enemies.
Aimed critical hits apply Decay to the target. Hipfire shots devour the Decay for bonus damage.
- Enemies killed: 25
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
Hipfire shots on a {{Decay|Decaying}} enemy can contaminate another nearby enemy.
- Enemies killed: 125
- Second Mysterium actions: 100
- Third Mysterium Incantation x1
Cricket
Dash after a kill reloads and boosts the gun.
Boosts Stamina and spell recharge on kills.
- Enemies killed: 25
Dashing right after the kill reloads the firearm.
- Enemies killed: 100
- First Mysterium actions: 60
- Second Mysterium Incantation x1
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
FireRewards duel victory with bullets that ignite enemies.
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
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
Killing enemies extends the empowerement duration.
- Enemies killed: 190
- Second Mysterium actions: 40
- Third Mysterium Incantation x1
Echo
FirePellets explode and ignite targets. Uses Stamina.
Pellets have a delayed explosion that applies Burn. Lethal shots push enemies back with great force.
- Enemies killed: 25
Lethal pellet explosion has more range and applies Burn to nearby enemies.
- Enemies killed: 70
- First Mysterium actions: 80
- Second Mysterium Incantation x1
Sliding reloads two shells and temporarily increases damage.
- Enemies killed: 120
- Second Mysterium actions: 100
- Third Mysterium Incantation x1
Fatum
FireTransforms combat into a lethal wager, spinning its elemental rings to reward the fortunate.
Reloading after a kill spins the barrel rings. Active rings increase weapon damage.
- Enemies killed: 25
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
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
WaterPerfect reloading rhythm imbues shots with freezing power.
Well-timed secondary reload boosts damage for three shots.
- Enemies killed: 25
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
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
WaterReloads bullets for Critical Hits. Uses Stamina.
Every third consecutive Critical hit recharges the magazine with two extra bullets.
- Enemies killed: 25
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
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
FireFires slugs that detonate on command with a reload.
Bullets lodge into enemies or the environment and explode on reload.
- Enemies killed: 25
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
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
AirCritical hits expose a weak spot on the target. Shots that strike the weak spot deal increased damage.
Critical hits spawn a Weakspot on the enemy. Weakspot shots deal extra damage.
- Enemies killed: 25
Weakspot hits can spawn additional Weakspots.
- Enemies killed: 75
- First Mysterium actions: 40
- Second Mysterium Incantation x1
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
WaterRewards perfect aim with increasingly potent bullets.
Reloading grants one Charged bullet for each Critical hit before the reload. Charged bullets deal increased damage.
- Enemies killed: 25
The more Critical hits before reload, the more powerful each Charged bullet after.
- Enemies killed: 100
- First Mysterium actions: 50
- Second Mysterium Incantation x1
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
AirRewards a patient marksman with increased damage.
Aiming down sights slowly charges the bullet with bonus damage.
- Enemies killed: 25
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
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
EarthHard-hitting weapon with two firing modes. Both can be charged for extra damage.
Aiming down sights fires a slow-moving, long-range projectile.
- Enemies killed: 25
Shots can be charged to increase power and projectile speed.
- Enemies killed: 75
- First Mysterium actions: 40
- Second Mysterium Incantation x1
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
EarthA heavy rifle of cursed bones, unleashing a decaying swarm upon its prey.
At the cost of Stamina, reloading unleashes bone shards that Decay enemies. Recharges every three kills.
- Enemies killed: 25
Taking damage also recharges the swarm. Shooting decaying enemies prolongs their Decay.
- Enemies killed: 75
- First Mysterium actions: 30
- Second Mysterium Incantation x1
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
Marks a victim for penance, causing every fired nail to find its way to their flesh.
Shots fired while Aiming Down Sights Magnetize the target. In-flight nails curve towards Magnetized enemies.
- Enemies killed: 25
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
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
FireHeats bullets, boosting damage or igniting enemies.
Continous fire heats up the weapon. Bullets deal more damage when Heated and less when Overheated.
- Enemies killed: 25
Overheated bullets apply Burn to enemies.
- Enemies killed: 75
- First Mysterium actions: 75
- Second Mysterium Incantation x1
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
FireA lever-action rifle that chains deadly marks, punishing foes with fire and vengeance.
Critical hits may mark nearby enemies. Marked enemies take increased critical damage.
- Enemies killed: 25
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
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
A sniper rifle able to kill enemies hidden from sight.
Killing enemies charges the scope, enabling sight and shots through walls. Each kill grants one powered shot.
- Enemies killed: 25
Scoped enemies are slowed.
- Enemies killed: 50
- First Mysterium actions: 25
- Second Mysterium Incantation x1
Looking through a scope without firing for a moment increases damage.
- Enemies killed: 100
- Second Mysterium actions: 100
- Third Mysterium Incantation x1
Psychopomp
Fast firing, regenerates more than ammo. Uses Stamina.
Kills with a charged melee regenerate up to half a magazine.
- Enemies killed: 25
Consecutive shots at the same target deal increased damage.
- Enemies killed: 60
- First Mysterium actions: 40
- Second Mysterium Incantation x1
Kills recharge the melee attack.
- Enemies killed: 120
- Second Mysterium actions: 240
- Third Mysterium Incantation x1
Ricochet
AirBullets ricochet among marked enemies.
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
The first shot on a tagged enemy deals massively increased stun damage.
- Enemies killed: 75
- First Mysterium actions: 50
- Second Mysterium Incantation x1
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
EarthDesigned for crowd control, spreads Decay among attacking hordes.
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
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
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
FireA dual-element stake gun that impales targets or shatters them on impact.
Deals bonus damage to stunned enemies.
- Enemies killed: 25
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
Critical hits Shock all nearby foes.
- Enemies killed: 100
- Second Mysterium actions: 75
- Third Mysterium Incantation x1
Tribunal
AirHarnesses momentum to deliver a triple-barreled verdict of Shock.
Dashing or sliding charges the next shot with Shock. Stacks up to three times.
- Enemies killed: 25
Manual reloads also charge the next shot with Shock.
- Enemies killed: 75
- First Mysterium actions: 40
- Second Mysterium Incantation x1
Charged overkills trigger a Shock explosion.
- Enemies killed: 120
- Second Mysterium actions: 60
- Third Mysterium Incantation x1
Demonic Weapons
Falling Star
When fired while aiming down sights, grenades home in onto the tagged enemy. The longer the grenades travel, the higher their damage.
Soul Eater
Reveals the Soul Sigil of every nearby enemy at all times, allowing them to be stunned on demand.
Tempest
AirBrass-throated, demon-fed. Fires beams of shock and decay. Aimed, the throat opens wide — a single burst, all of it at once.
Vulture
Fires a difficult to satiate arrow that actively seeks the next target after wounding one.
Whisper
A device capable of stunning almost any enemy.
Melee Weapons
Buckler
Hold Melee to block all frontal damage.
Fist
A brutal, close-quarters straight punch.
Katar
A precise, medium-range piercing strike.
Morning Star
A wide swing that knocks enemies back.
Sacring Bell
A heavy, short-range bludgeoning strike.
Zweihander
FireA quick pommel strike.
Light Spells
Blight Cyst
EarthA cyst that attaches to the environment or enemies. Explodes after a while, but can be shot for a more powerful explosion.
- Auto-explosion range: 8m
- Forced explosion range: 12m
- Auto-explosion range: 10m
- Forced explosion range: 14m
- The cyst grows even bigger, allowing for easier targeting
- Enemies hexed: 70
- Second Mysterium Incantation x1
- 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
FireThree fireballs homing in onto multiple enemies.
- Direct hit damage: 35
- Explosion range: 4m
- Direct hit damage: 45
- Explosion range: 5m
- Extra charge
- Enemies hexed: 70
- Second Mysterium Incantation x1
- 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
FireA fire breather's trick turned deadly, damaging enemies and recharging Melee.
Range: 4m
- Range: 5m
- Deals bonus damage to already {{Burn|burning}} enemies
- Enemies hexed: 25
- Second Mysterium Incantation x1
- 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
WaterAn icy cloud that freezes any enemies in its path.
Damage: 20
- Damage: 30
- Affecting three enemies or more instantly refills the mag from reserves
- Enemies hexed: 50
- Second Mysterium Incantation x1
- 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
WaterAn icy stiletto that freezes the targeted enemy.
Damage: 20
- Damage: 30
- Critical hit with the stiletto doubles the damage and {{Freeze|freeze}} time
- Enemies hexed: 25
- Second Mysterium Incantation x1
- 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
AirA lightning bolt that knocks back and shocks enemies.
- Enemies affected: 3
- Range: 16m
- Enemies affected: 4
- Range: 18m
- Damage: 20
- Enemies hexed: 100
- Second Mysterium Incantation x1
- 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
FireA burning skull that bursts on impact and rises again as a turret of flame.
Increased range
- Increased range
- Killing the skull's prey extends its lifetime
- Enemies hexed: 25
- Second Mysterium Incantation x1
- 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
A shockwave that stuns nearby Minor enemies and exhausted Major ones.
Range: 10m
- Range: 12m
- Damage: 20
- Enemies hexed: 50
- Second Mysterium Incantation x1
- Range: 14m
- Damage: 40
- Instant recharge per enemy affected: +10%
- Enemies hexed: 100
- Third Mysterium Incantation x1
Stigma Diabolicum
EarthA cyst that attaches to enemies, becoming an additional weak spot.
- Damage Modifier: x1.25
- Duration: 20s
- Damage Modifier: x1.29
- Duration: 25s
- Applies Decay on contact
- Enemies hexed: 25
- Second Mysterium Incantation x1
- 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
AirA ball of lightning that shocks any enemy near its path.
Range: 5m
- Range: 6m
- After two seconds, the spell grows in power and range
- Enemies hexed: 25
- Second Mysterium Incantation x1
- 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
Strikes with a spectral sword or hammer, changing weapons based on enemy health.
Summon the Sword when enemy is below: 60 HP
- 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
- 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
FireSummons a burning stake that ignites enemies. Damaging them charges the stake. Fully charged, the stake releases a fiery explosion.
- Duration: 25s
- Range: 20m
- Duration: 30s
- Range: 25m
- Inferno {{Burn|burn}} damage boost: +25%
- Enemies hexed: 50
- Second Mysterium Incantation x1
- Duration: 35s
- Range: 30m
- Inferno bonus|+50%
- Killed enemies also partially charge the stake
- Enemies hexed: 100
- Third Mysterium Incantation x1
Cornucopia
The last bullet regenerates right after firing. Manual reload can still be executed. Does not work with Demonic Weapons.
Duration: 12s
- Duration: 16s
- Improved handling, stability and reload
- Spell casts: 20
- Second Mysterium Incantation x1
- Duration: 20s
- Improved handling, stability and reload
- Duration extended per kill: +1s
- Spell casts: 40
- Third Mysterium Incantation x1
Cursed Bell
Summons a cursed bell. Firing at the bell tolls it, stunning all nearby Minor enemies.
- Shockwave range: 30m
- Duration: 20s
- Shockwave range: 35m
- Duration: 25s
- Recharge speed reduction: 1s
- Enemies hexed: 50
- Second Mysterium Incantation x1
- 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
WaterConjures an icy sphere that protects the caster from damage and freezes any enemy that gets inside it.
Sphere HP: 300
- Sphere HP: 400
- Double range for all weapons when inside the sphere
- Enemies hexed: 50
- Second Mysterium Incantation x1
- 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
AirSummons an iron cross with lightning bolts that bind all nearby enemies to it.
- Range: 10m
- Duration: +7s
- Range: 15m
- Duration: +10s
- Shock duration: +50%
- Enemies hexed: 50
- Second Mysterium Incantation x1
- 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
EarthSummons a swinging incense burner that decays nearby enemies. Shooting the burner before it stops prolongs its duration.
- Radius: 15m
- Duration: 35s
- Enemies take increasing damage the longer they remain in the deadly cloud
- 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
- 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
FireResurrects a Grenadier who now attacks his former allies with incredible ferocity.
Grenadier HP: 200
- Grenadier HP: 300
- Decay Aura around the Fiend. Affects all nearby enemies
- Enemies hexed: 50
- Second Mysterium Incantation x1
- 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
WaterCalls down a flight of icicles. They freeze nearby enemies on impact and lodge in the ground where they fall.
Icicles: 5
- Icicles: 5
- Shooting a lodged icicle releases a freezing shockwave
- Enemies hexed: 50
- Second Mysterium Incantation x1
- 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
WaterBarrier breaks release a freezing shockwave.
Shockwave range: 4m
- Shockwave range: 5m
- Barrier breaks instantly reload the wielded weapon
- Kills with item equipped: 150
- Second Mysterium Incantation x1
- 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
FireBlood spilled by fire and lead. Overkill causes the victim to explode, igniting nearby enemies.
- Explosion range: 6m
- Overkill value: 60 HP
- Explosion range: 8m
- Overkill value: 55 HP
- Explosion damage: 20
- Kills with item equipped: 150
- Second Mysterium Incantation x1
- 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
EarthA powerful talisman as well as a grimoire. Anyone who hurts its owner is cursed with Decay.
Minor enemies can die instantly: 8%
- Minor enemies can die instantly: 10%
- Major enemies can die instantly: 6%
- Kills with item equipped: 150
- Second Mysterium Incantation x1
- 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
WaterRadiates an Aura that freezes any Minor enemy who wounds the owner of the relic with a melee attack.
Melee damage reduction: -20%
- Melee damage reduction: -25%
- Killing the {{Freeze|frozen}} attacker restores lost health: 25%
- Kills with item equipped: 150
- Second Mysterium Incantation x1
- 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
AirAn eye inked with the infant blood. The relic strikes any near death enemy with a heavenly lightning.
- Lightning damage: 50
- Health threshold: 10%
- Lightning damage: 60
- Health threshold: 10%
- Major enemy threshold: 20%
- Kills with item equipped: 150
- Second Mysterium Incantation x1
- Lightning damage: 70
- Health threshold: 10%
- Major enemy threshold: 30%
- Bonus effect: {{Stagger|Stun}}
- Kills with item equipped: 250
- Third Mysterium Incantation x1
Kirfane
AirAfter landing multiple shots, a bolt of lightning arcs between nearby enemies.
Shots to trigger {{color|air
- Shots to trigger {{color|air
- Chance per shot to trigger {{color|air
- Kills with item equipped: 150
- Second Mysterium Incantation x1
- 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
FireA tooth found among witch's ashes. Critical shots on full health enemies ignite them.
Bonus {{Burn|ignition}} damage: 5
- Bonus ignition damage: 20
- Bonus ignition damage to Major enemies: +50
- Kills with item equipped: 150
- Second Mysterium Incantation x1
- 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
EarthCurses the nearest enemy with Decay.
- Range: 10m
- Effect cooldown: 10s
- 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
- 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
Prevents a fatal hit, removing bonus Stamina instead. Refreshes on regaining Focus.
Stamina stacks removed: 10
- 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
- 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
Reloading releases a shockwave that knocks back nearby enemies.
Shockwave range: 7m
- Shockwave range: 8m
- Reload: -15%
- Kills with item equipped: 150
- Second Mysterium Incantation x1
- Shockwave range: 9m
- Reload: -20%
- The shockwave damages enemies affected by Decay
- Kills with item equipped: 250
- Third Mysterium Incantation x1
Fetishes
Balewort
Kills release healing witchfire orbs. The closer to death, the more often they appear and the more they restore.
- Drop chance: 30%
- Essence time to live: 4s
- Drop chance: 35%
- Essence time to live: 5s
- Pickup range: +2m
- Kills with item equipped: 150
- Second Mysterium Incantation x1
- 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
A regenerating aura that fully shields against minor damage but allows any stronger attack to penetrate.
- Damage threshold: 15 HP
- Shield cooldown: 80s
- Damage threshold: 20 HP
- Shield cooldown: 70s
- Getting hit shortens the shield's cooldown: -6s
- Kills with item equipped: 150
- Second Mysterium Incantation x1
- 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
Any damage taken makes the fetish release a powerful shockwave.
Shockwave range: 40m
- Shockwave range: 50m
- Shockwave damage: 20
- Kills with item equipped: 150
- Second Mysterium Incantation x1
- 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
Significantly increases the effectiveness of healing elixirs.
Healing: +50%
- Healing: +60%
- Damage reduction after consuming an elixir: +40%
- Damage reduction duration: 6s
- Kills with item equipped: 150
- Second Mysterium Incantation x1
- 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
Prevents fatal damage once per expedition. Activated, restores some health, fully recharges spells, and grants a few seconds of immunity to any incoming damage.
- Health on resurrection: 50%
- Immunity: 5s
- Health on resurrection: 75%
- Immunity: 6s
- While immune, Light Spell recharges instantly
- Kills with item equipped: 150
- Second Mysterium Incantation x1
- 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
Absorbing a Manifestation crystal adds a magical shield that neutralizes any damage once and then dissipates.
Maximum shield layers: 3
- Maximum shield layers: 4
- Extra shield chance: 50%
- Kills with item equipped: 150
- Second Mysterium Incantation x1
- 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
Collecting shield orbs sometimes dropped by enemies grants a temporary shield.
Shield duration: 8s
- 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
- 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
FireDash applies the Fire elemental to a weapon for a short time.
Duration: 1s
- Duration: 1.1s
- {{Burn|Igniting}} an enemy partially reloads the magazine
- Kills with item equipped: 150
- Second Mysterium Incantation x1
- 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
AirDashing electrocutes the last enemy damaged by firearms.
Damage: 15
- 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
- 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
FireSlides are longer and create a damaging fire trail that burns enemies.
- Slide length: +0m
- Tick damage: 6
- Slide length: +2m
- Tick damage: 8
- Collisions with enemies deal damage: 40
- Kills with item equipped: 150
- Second Mysterium Incantation x1
- 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
EarthDash leaves behind a delayed bomb that damages and knocks back enemies.
- Explosion range: 5m
- Bomb damage: 20
- Explosion range: 6m
- Bomb damage: 25
- Dash distance: 2m
- Kills with item equipped: 150
- Second Mysterium Incantation x1
- 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
Dashing while looking at the last wounded enemy pushes them in the direction of the Dash.
- Push damage: 20
- Activation distance: 20m
- Push damage: 30
- Activation distance: 25m
- Stamina regenerated on push kills: 25
- Kills with item equipped: 150
- Second Mysterium Incantation x1
- 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
WaterDodging a melee attack with Dash freezes the attacker. Killing them before they thaw occasionally creates an ammo-replenishing orb.
Chance to drop an ammo-replenishing orb
- Chance to drop an ammo-replenishing orb
- The orb fully regenerates Stamina
- Kills with item equipped: 150
- Second Mysterium Incantation x1
- 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
Allows to Dash mid-air.
Airborne jump Stamina cost: -10%
- Airborne jump Stamina cost: -20%
- Dashing after double-jumping costs less Stamina
- Kills with item equipped: 150
- Second Mysterium Incantation x1
- 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
WaterDashing turns the ring bearer into a shadow mist that can pass through enemies.
Activation distance: 9m
- Activation distance: 10m
- Enemy health taken: 25
- Kills with item equipped: 150
- Second Mysterium Incantation x1
- Activation distance: 11m
- Enemy health taken: 35
- Chance to {{Freeze|freeze}}: 50%
- Kills with item equipped: 250
- Third Mysterium Incantation x1
Static Ring
AirSliding leaves behind a lightning mote that shocks nearby enemies.
- Radius: 6m
- Bonus slide distance: +2m
- Radius: 7m
- Bonus slide distance: +2.5m
- Slows enemies for: 1.5s
- Kills with item equipped: 150
- Second Mysterium Incantation x1
- 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
Ailments have shorter duration but are more powerful
Adrenaline Bead
Taking damage with empty Stamina fully restores it
Ailment Immunity Bead
Ailment Immunity
Ailment Power Bead I
Ailment Power: +25%
Ammo Preservation Bead
Firing occasionally doesn't consume ammo
Ammo Reserves Bead I
Ammo Reserves: +20%
Bead of Barachiel
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
Damage to powerful enemies: up to +25% Damage from powerful enemies: up to -30% The bead's power grows with Faith
Bead of Elias
Reduced damage from Madness: up to -70% Madness recovery delay: up to -75% The bead's power grows with Mind
Bead of Goliath
Nearby enemies scale resistance (up to 5) Bonus resistance per enemy: up to +7% The bead's power grows with Flesh
Bead of Mammon
Increased item drop chances: up to +50% Increased witchfire gains: up to +25% The bead's power grows with Witchery
Bead of Orion
Increased entry portal duration: up to +100% Reduced return portal delay: up to -60% The bead's power grows with Faith
Bead of Sefer
Trap activation delay: up to +0.6s The bead's power grows with Blood
Blessed Aim Bead I
Blessed Aim: +15%
Blessed Aim Bead II
Blessed Aim: +20%
Blessed Fire Bead
Blessed Aim hits set enemies on fire
Blessed Hits Bead
Blessed Aim hits deal 50% more damage
Brawler Bead
Drastically increases uncharged punch damage
Crystal Spell Bead
Witchfire crystals recharge spells by size
Dash Range Bead
Dash distance: +50%
Dash Stamina Bead
Consecutive dashes drain less Stamina
Demonic Ammo Bead
Expedition begins with two mags of Demonic Ammo
Divine Intervention Bead I
Divine Intervention: +20%
Elemental Duration Bead I
Elemental Duration: +25%
Elixir Bead I
Elixir slots: +1
Elixir Bead II
Elixir slots: +2
Forager Bead
Mushrooms grant spell regeneration and increased healing
Free Arcana Bead
Unveiling Arcana has no cost
Healing Bead I
Healing: +25%
Health Bead I
Health: +10%
Health Bead II
Health: +20%
Immune Dash Bead
Dashing costs more Stamina but grants damage immunity
Incense Bead I
Incense activation chance and power: +15%
Light Spell Charge Bead
Extra Light Spell charge
Long Range Bead
Sniper rifles are no longer unwieldy
Long Slide Bead
Increased slide distance
Madness Bead I
Madness Resistance: +25%
Melee Charge Bead
Extra melee charge with reduced regeneration speed
Melee Recharge Bead I
Melee Recharge: +25%
Metanoia Bead I
Metanoia: +25%
Plunder Bead
Opening chests regenerates health
Providence Bead I
Providence: +20%
Quickdraw Bead
Greatly increased weapon swap speed
Resistance Bead
Damage resistance (+20%) at low Health (<50%)
Short Range Bead
Shotguns are no longer unwieldy
Sigil Slide Bead
Souls Sigils also appear after sliding
Spell Recharge Bead I
Spell Recharge: +20%
Sprint Bead
Sprinting doesn't drain Stamina
Stamina Bead I
Stamina: +20%
Stamina Sigil Bead
Destroying a Soul Sigil restores Stamina
Traps Bead
Traps are visible on the minimap
Triple Reward Bead
Providence may yield triple rewards
Unbroken Reload Bead
Dashing no longer interrupts reloading
Vigor Bead I
Vigor: +25%
Weapon Range Bead I
Weapon Range: +10%