Prophecies

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With the Update 0.3 a new Arcana 2.0 System was introduced, with the possibilty to influence your Arcana from Witchfire Manifestations with Prophecies.
A total of 18 Prophecies an currently be obtained in the Wailing Tower located on the Island of the Damned.

Prophecy/Arcana Selection

Selecting a Prophecy below will display all available Arcana for this Prophecy. This will help you on decision making during your runs.

Air Element
Dead Eyes
Destruction
Earth Element
Fire Element
Firearms
Gunpowder
Health
Heaviness
Lightness
Nimble Fingers
Spells
Stamina
The Bull
The Serpent
Variety
Water Element
Witchfire

List of all Prophecies

Prophecy of Type Omen Effect Source
Air Element Grants Arcana tied to the Air element. (Lightning) Omen of Indifferent Cosmos Grants an equal chance to reveal either one or all three Arcana. The Wailing Tower - Astral Rift
Dead Eyes Grants Arcana tied to Critical Hits. Omen of the Raven Significantly increases the power of the awakened Arcanum with at least five White Raven Feathers in the Inventory. The Wailing Tower - Boss Shrine
Destruction Grants Arcana tied to firearm damage. Omen of Moonflower Significantly increases the power of the awakened Arcanum if it is in the fourth or later row of Arcana. The remaining Arcana slots become disabled. The Wailing Tower - Boss Shrine
Earth Element Grants Arcana tied to the Earth element. (Decay) Omen of the Raven Significantly increases the power of the awakened Arcanum with at least five White Raven Feathers in the Inventory. The Wailing Tower - Astral Rift
Fire Element Grants Arcana tied to the Fire element. (Fire) Profound Omen of the Raven Significantly increases the power of the awakened Arcanum with at least ten White Raven Feathers in the Inventory. The Wailing Tower - Astral Rift
Firearms Grants Arcana tied to Weapons. Profound Omen of the Moonflower Significantly increases the power of the awakened Arcanum if it is in the sixth or seventh row of Arcana. The remaining Arcana slots become disabled. The Hermitorium
Gunpowder Grants Arcana tied to Ammo. Profound Omen of the Raven Significantly increases the power of the awakened Arcanum with at least ten White Raven Feathers in the Inventory. The Wailing Tower - Level 2
Health Grants Arcana tied to Health. Omen of Synergy Increases the power of each arcanum when all three slots are awakened. The Wailing Tower - Level 3
Heaviness Grants non-elemental Arcana tied to the Heavy Spell. Omen of Opulence Unveils three Arcana instead of two. The Wailing Tower - Boss Shrine
Lightness Grants non-elemental Arcana tied to the Light Spell. Omen of Indifferent Cosmos Grants an equal chance to reveal either one or all three Arcana. The Wailing Tower - Astral Rift
Nimble Fingers Grants Arcana tied to reloading and handling of firearms. Omen of Sacrifice Significantly increases the power of the awakened Arcanum but forgets two random awakened Arcana. Fails if no Arcana are available to be forgotten. The Wailing Tower - Level 2
Spells Grants Arcana tied to Spells. Omen of Synergy Increases the power of each arcanum when all three slots are awakened. The Wailing Tower - Level 1
Stamina Grants Arcana tied to Stamina Omen of Destined Opulence Makes the next row unveil all three Arcana, overriding its Prophecy if necessary and possible. The Wailing Tower - Level 3
The Bull Grants Arcana that enhance an aggressive combat style. Omen of indifferent Cosmos Grants an equal chance to reveal either one or all three Arcana. The Wailing Tower - Boss Shrine
The Serpent Grants Arcana that enhance a cautious, tactical combat style. Omen of Opulence Unveils three Arcana instead of two. The Wailing Tower - Boss Shrine
Variety Grants Arcana unrelated to weapons and spells. Omen of Rot The awakened Arcana get a powerful boost that decreases with four absorbed Witchfire Manifestations and disappears with six. The Wailing Tower - Level 1
Water Element Grants Arcana tied to the Water element. (Cold) Omen of Rebirth Allows any Arcana in this row to be re-rolled with White Raven Feathers. The Wailing Tower - Astral Rift
Witchfire Grants Arcana tied to Witchfire. Omen of Destined Opulence Makes the next row unveil all three Arcana, overriding its Prophecy if necessary and possible. The Wailing Tower - Level 1

Outdated Wikitable

Arcana Per Prophecy (*: with activated Omen; **: with activated profound Omen)
Prophecy Granted Arcana
Air Element
  • Battery Non-critical shots knock back and do heavily reduced damage on shocked near-death enemies.
  • Conductor Lightning bolts transfer all elemental status effects of the source.
  • Longer Bolts Increases range of lightning bolts. Bolt Range: +25%
  • More Bolt Jumps Increased number of bolt jumps. Bolt jumps: +1
  • Recharged Enemy deaths caused by the bolts partially recharge Lightning spells. Spell recharge boost: +20%
  • Stormbringer Casting a Lightning spell grants temporary aura that discharges lightning bolts at nearby enemies. Duration: 6s, Bolt damage: 30 HP, Tick rate: +1s
  • Thunderbolt Increased lightning bolt damage. Bolt damage: +20%
  • Perun Critical hits produce more lightning bolts. Bolts: +1
  • Shock Wave Critical kills on shocked enemies produce a storm shockwave that knocks back and shocks all nearby enemies. Shockwave range: 11m
Dead Eyes
  • Blindfire Increased non-critical weapon damage. Non-critical weapon damage: +10% / 15%*
  • Cascade All weapon damage is critical for a short moment after casting any spell. Duration: 3s / 4s*
  • Critical Burn Any weapon damage on burning enemies counts as critical hits.
  • Critical Chain Two critical hits in a row conjure an extra bullet in the magazine.
  • Deadeye Increased critical weapon damage. Critical weapon damage: +10 % / 15%*
  • Flashover Critical hits make burning enemies explode and ignite others. Explosion range: 11m / 13m*; Explosion damage: 40 Damage / 60*
  • Infectious Cloud Decaying enemies who die to a critical hit explode with an infectuous decay cloud. Explosion range: 13m
  • Perun Critical hits produce more lightning bolts. Bolts: +1
  • Shock Wave Critical hits on shocked enemies produce a storm shockwave that knocks back and shocks all nearby enemies. Shockwave range: 11m / 13m*
Destruction
  • Blindfire Increased non-critical weapon damage. Non-critical weapon damage: +10% / 15%*
  • Cleansing Fire Increased weapon damage against Elite and Ascended enemies Weapon damage: Weapon damage: +50% / +75%* / +100%**
  • Elemental Firepower Killing an enemy affected by an elemental magic temporarily boosts weapon damage. Duration: 4s / *6s / **8s ; Weapon damage: +15% / *+20% / **+25%
  • Firepower Boost Increased weapon damage. Weapon damage: +10 %
  • Full of Magic Increased weapon damage for each spell charged to its fullest. Weapon damage per charged spell: +10% / +13%* / +15%**
  • Range Sacrifice Increased weapon damage at the cost of reduced range. Weapon range: -30%, Weapon damage: +20%
  • Revenge Temporarily increased weapon damage after any damage is taken. Duration: 3s, Weapon damage: +25%
  • Reload Dash Dashing partially reloads equipped weapon and temporarily increases damage. Duration: 1s / **1.5s; Weapon damage: +10% / +15%* / +20%**
  • Reload Slide Sliding partially reloads equipped weapon and increases damage and range during the slide. Weapon range: +20%, Weapon damage: +20%
  • Pendulum Weapon damge is inversely related to health. Weapon damage per 10 % of max health missing: +3% / +4%* / +5%**
  • Full Health Firepower Increased weapon damage at full health. Weapon damage: +10% / +13%* / +15%**
Earth Element
  • Atrophy Attacks of decaying enemies are weaker. Enemy damage: -39.99%
  • Circle of Life Enemy deaths caused by a decay's damage tick partially recharge Decay spells. Spell recharge boost: +10%
  • Decay Echo Total decay damage is the same but ticks are stronger in the beginning and weaker near the end. -
  • Doomsday Clock Decay never wears off and after the regular damage phase, ticks continue for a small damage. Continued tick damage: 1 HP
  • Fertilizer Decaying enemies drop a pool of corrupted witchfire upon death. The pool empowers weapons and slowly heals new wounds. Duration: 10s, Weapon damage: +10%
  • Memento Mori Casting a Decay spell confuses all enemies, making them not attack for a short while. Confusion duration: 4s, Confusion range: 15m
  • Necrosis Increased decay damage. Tick damage: +20%
  • Putrefaction Final decay tick deals a part of target's maximum health as damage. Final tick damage based on max HP: 20%
  • Touch of Death The initial decay tick always stuns minor enemies.
  • Infectious Cloud Decaying enemies who die to a critical hit explode with an infectuous decay cloud. Explosion range: 13m
Fire Element
  • Accelerant Burning enemies receive even more damage. Damage to burning enemies: +15%
  • Chaos Flame Bullets randomly cause double damage to burning enemies. Chance per bullet: 10%
  • Fire Orb Enemies killed when burning collapse into fire orbs that explode when another enemy gets near. Trigger range: 10m, Explosion damage: 30 HP
  • Heat Exhaustion Weapons instantly knock back burning minor enemies. -
  • Ignition Casting a Fire spell grants temoprary boost to Stamina and weapons. Duration: 4s, Stamina: +50%, Reload: -30%, Weapon switch: -30%
  • Pyrolysis Bonus damage to burning foes but when the burn ends, they heal part of the damage. Damage to burning enemies: +15%, Percent of damage healed: 40%
  • Rekindled Killing burning enemies partially recharges Fire spells. Spell recharge boost: 10%
  • Critical Burn Any weapon damage on burning enemies counts as critical hits. -
  • Flashover Critical kills make burning enemies explode and ignite others. Explosion range: 11m, Explosion damage: 40 Damage
  • Bonus Witchfire Burning enemies drop more witchfire and crystallized witchfire. Witchfire bonus: +50%, Crystallized Witchfire drop chance: +10%
Gunpowder
  • Final Bullet Damage boost on the final bullet in the magazine. Final bullet damage: +100% / +150%* / +200%**
  • Large Magazine Increased magazine size. Magazine size: +40%
  • Piercing Bullets Bullets cannot be blocked by material shields.
  • Phantom Bullets Missed bullets have a chance to rematerialize back in the magazine. Chance: +60%
Health
  • Pendulum Weapon damge is inversely related to health. Weapon damage per 10 % of max health missing: +3% / +4%* / +5%**
  • Blood Transfer Increased chance for slain enemies to drop a Healing Elixir. Drop chance: 1% / *2% / **3%
  • Bonus Elixir An extra elixir slot. Max elixirs carried: +1 / +3**
  • Health Boost Increased Max Health. Maximum health: +20% / +25%* / +35%**
  • Last Elixir Last elixir fully heals and temporarily increases health. Temporary health increase: +50% / +100%*
  • Weakened Enemies Enemies have less health. Enemy health: -10%
  • Health Sacrifice Increased weapon damage at the cost of reduced maximum health. Maximum health: -30% / -25%* ; Weapon damage: +20% / +25%*
Heaviness
  • Empty of Magic Increased weapon damage when all spells are drained. Weapon damage: +20%
  • Full of Magic Increased weapon damage for each spell charged to its fullest. Weapon damage per charged spell: +10% / +13%* / +15%**
  • Fast Heavy Spell Heavy Spell recharges faster when Light Spell is charged. Recharge speed: +20%
  • Heavy Spell Recharge Faster Heavy Spell recharge. Recharge speed: +15%
  • Painful Recharge Spells instantly recharge when any health is lost.
Lightness
  • Empty of Magic Increased weapon damage when all spells are drained. Weapon damage: +20%
  • Full of Magic Increased weapon damage for each spell charged to its fullest. Weapon damage per charged spell: +10% / +13%* / +15%**
  • Painful Recharge Spells instantly recharge when any health is lost.
  • Extra Light Spell Light Spell has one extra charge.
  • Fast Light Spell Light Spell recharges faster when Heavy Spell is charged. Recharge speed: +20%
  • Light Spell Recharge Faster Light Spell recharge. Recharge speed: 15%
  • Immunity Spellcast Casting a spell grants a short moment of immunity to enemy attacks. Duration: 2s
Nimble Fingers
  • Fast Reload Faster weapon reload. Reload: -30 %
  • Firearm Mastery Increased weapon stability, handling and aiming down sight speed. Stability: +50% / 100%*; Handling: +50 % / 100%*; ADS: -40% / -80%*
  • Kill Reload Weapon kills partially reload the magazine.
  • Phantom Bullets Missed bullets have a chance to rematerialize back in the magazine. Chance: 40% / 60%*
  • Reload Swap Switching to a weapon instantly reloads it. Effect cooldown: 4s / 2s*
  • Critical Chain Two critical hits in a row conjure an extra bullet in the magazine.
  • Fast Strafe Increased strafe speed when aiming down sight. Strafe speed when aiming down sight: +50% / +100%
Firearms
  • Anti-Element Bullets do more damage to enemies affected by an elemental magic. Weapon damage: +10%
  • Blindfire Increased non-critical weapon damage. Non-critical weapon damage: +10% / 15%*
  • Chaos Reload After spending at least half a migazine, reload can apply a random element to the new magazine. Chance: +25%
  • Elemental Firepower Killing an enemy affected by an elemental magic temporarily boosts weapon damage. Duration: 4s / *6s / **8s ; Weapon damage: +15% / *+20% / **+25%
  • Fire Rate Boost Increases the rate of fire of non-automatic weapons. RPM: +20%
  • Stun Bullets Bullets knock back and stun enemies much faster. Stun power: +30% / 50%*
  • Cleansing Fire Increased weapon damage against Elite and Ascended enemies. Weapon damage: +50% / *+75% / **+100%
  • Reload Dash Dashing partially reloads equipped weapon and temporarily increases damage. Duration: 1s / **1.5s; Weapon damage: +10% / +15%* / +20%**
  • Reload Slide Sliding partially reloads equipped weapon and increases damage and range during the slide. Weapon range: +20%, Weapon damage: +20%
  • Pendulum Weapon damge is inversely related to health. Weapon damage per 10 % of max health missing: +3% / +4%* / +5%**
  • Full Health Firepower Increased weapon damage at full health. Weapon damage: +10% / +13%* / +15%**
  • Final Bullet Damage boost on the final bullet in the magazine. Final bullet damage: +100% / +150%* / +200%**
  • Full of Magic Increased weapon damage for each spell charged to its fullest. Weapon damage per charged spell: +10% / +13%* / +15%**
  • Kill Reload Weapon kills partially reload the magazine.
  • Immunity Reload Immunity to enemy attacks after reloading an empty magazine.
Spells
  • Elemental Refresh Affecting enemies with an elemental magic refreshes all currently inflicted elemental status effects.
  • Fast Light Spell Light Spell recharges faster when Heavy Spell is charged. Recharge speed: +20% / 25%*
  • Ice Remnant Frozen enemies drop ice remnants when shattered. The remnants partially recharge ice spells when picked up. Spell recharge boost: +15%
  • Lasting Element Elemental status effects on enemies last longer. Elemental status effect duration: +20% / 25%*
  • Recharged Enemy deaths caused by the bolts partially recharge lightning spells Spell recharge boost: +20% / 25%*
Stamina
  • Flinchless Reduced stamina loss on hit. Stamina drain: -50%
  • Live Wire Strongly reduced wait before Stamina begins regenerating.
  • More Stamina More Stamina. Stamina: +20% / +25%* / +30%**
  • Power Drain Damage boost for spells and weapons when stamina is fully drained. Damage boost +30% / +40%* / +50%**
  • Rejuvenation Faster Stamina regeneration. Regeneration speed: +20% / +25%* / +30%**
The Bull
  • Blindfire Increased non-critical weapon damage. Non-critical weapon damage: +10%
  • Empty of Magic Increased weapon damage when all spells are drained. Weapon damage: +20%
  • Range Sacrifice Increased weapon damage at the cost of reduced range. Weapon range: -30%, Weapon damage: +20%
  • Immunity Reload Immunity to enemy attacks after reloading an empty magazine.
  • Revenge Temporarily increased weapon damage after any damage is taken. Duration: 7 s; Weapon damage: +75 %
  • Health Sacrifice Increased weapon damage at the cost of reduced maximum health. Maximum health: -30% / -25%*; Weapon damage: +20% / +25%*
The Serpent
  • Fast Strafe Increased strafe speed when aiming down sight. Strafe speed when aiming down sight: +50 %
  • Final Bullet Damage boost on the final bullet in the magazine. Final bullet damage: +100% / +150%* / +200%**
  • Full Health Firepower Increased weapon damage at full health. Weapon damage: +10% / +13%* / +15%**
  • Range Boost Increased weapon range. Range: +25 %
  • Safe Reload Temporary damage resistance after reloading a weapon. Damage resistance: +60 %; Duration: 3 s
  • Immunity Reload Immunity to enemy attacks after reloading an empty magazine.
  • Elemental Fire Rate Killing an enemy affected by elemental magic temporarily boosts RPM of non-automatic weapons. Duration: 4s, RPM: +30%
  • Immunity Swap Switching weapons grants immunity to enemy attacks for a short time. Immunity: 1s, Effect cooldown: 10s
Variety (*, **)
  • Bonus Elixir An extra elixir slot. Max elixirs carried: +1 / +3**
  • Health Boost Increased Max Health. Maximum health: +20% / +25%* / +35%**
  • More Stamina More Stamina. Stamina: +20% / +25%* / +30%**
  • Rejuvenation Faster Stamina regeneration. Regeneration speed: +20% / +25%* / +30%**
  • Power Drain Damage boost for spells and weapons when stamina is fully drained. Damage boost +30% / +40%* / +50%**
Water Element
  • Cryovolcano Shattered frozen enemies explode for half the damage received while frozen. Explosion range: 10m
  • Freezing Gust When enemies unfreeze, they explode with a freezing shockwave. Shockwave range: 7m
  • Ice Remnant Frozen enemies drop ice remnants when shattered. The remnants partially recharge Ice spells when picked up. Spell recharge boost: 15%
  • Ice Statue Minor enemies freeze indefinitely until damaged with bullets.
  • Long Winter Major enemies freeze for longer. Elite enemies freeze time: +1s
  • Pagophobia Increased weapon damage against frozen targets. Weapon damage to frozen enemies: +20%
  • Refreeze After the initial freeze, major enemies have a chance to freeze again. Chance: +20%
  • Rime Shield Casting an Ice spell temporarily affects the caster with slower movement but a more resiliant body. Duration: 3s, Movement speed: -30%, Damage resistance: 30%
  • Shattered Soul Unfreezed enemies are damaged for a part of their maximum health. Max health damage: +20%
  • Snowball Frozen enemies release an ice cloud when killed. The cloud seeks and freezes the nearest enemy. Cloud's trigger range: 12m, Cloud's wait time: 4s
Witchfire
  • Bonus Witchfire Burning enemies drop more witchfire and crystallized witchfire. Witchfire bonus: +50%, Crystallized Witchfire drop chance: +10%
  • Safe Deposit Death will consume only half of witchfire.
  • Witchfire Clusters Elites can drop the biggest of witchfire crystals.
  • Witchfire Orbs Instead of regular witchfire, dead enemies drop a quickly dissolving, high potency witchfire orb.