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Scrolls: how to combine them and what each element does

  • Updated
  • Game version 1.0.6

Take two Stage 1 scrolls to Kevin the Scholar on the Church’s upper floor, choose his Mixing Magics option and place both in the 2 × 2 grid. The result is a Stage 2 scroll; the order of the two inputs does not matter and two copies of one scroll also combine. Pick any pair in the scroll combiner to see the result and its effect.

A Scroll of Frostbite on a pedestal in a ruined SULFUR hall, its name shown in orange above it.
A Scroll of Frostbite found on a pedestal. Frostbite is one of the nine Stage 1 scrolls. Official Steam screenshot.

Rules for scrolls on a gun

  • A gun holds one scroll, even with free slots. The scroll takes one of the slots a gun earns per rank.
  • Every scroll adds 1 durability per shot, like an oil. Some also multiply the total: Least Resistance adds +200% durability loss and Toxic Lobotomy +350%. On a gun with a +200% scroll and four counting oils, each shot costs (1 + 5) × 3 = 18 durability.
  • Stage 2 scrolls do not combine again. The one Stage 2 result that can, Scroll of Water, is itself a Stage 1 scroll (Embers + Frostbite).
  • Removing a scroll at the Baptismal Font also removes its stat changes since 1.0.

The nine Stage 1 scrolls

Fex Shuen sells Stage 1 scrolls in the areas, and they turn up as loot.

Scroll Effect on hit Main stat change
Dark Always blinds; blinded enemies wander and cannot target you Damage −80%
Earth 20% chance to stun None
Embers 20% chance to burn for 3 s, 40 fire damage per second; +10 fire damage per bullet (÷8 on 12Ga) None
Frostbite Stacks frost; slows, then freezes an enemy solid once frost passes a threshold tied to its missing health None
Light Railgun: instant bullets that penetrate everything RPM −25%, penetration damage −50%
Nature 40% chance to root None
Plague 25% chance to poison: one tick at once, then 40 damage every 1.5 s for 5 s; reapplying extends it None
Surge 15% chance to electrocute: interrupts the enemy’s action and deals 60 damage None
Water Makes the target wet Damage −99%, Bullet weight ×5

Frostbite needs damage beside it

Frost slows an enemy more with each stack. When the stacks exceed a threshold based on how much health the enemy has lost, starting at 50% of maximum health, it freezes solid and shatters on the next hit. An enemy at full health cannot be frozen, so Frostbite works on guns that both hit often and deal real damage, such as a high-RPM SMG or a multi-pellet shotgun.

Light and Holy Fire stack their RPM penalty separately

Light’s and Holy Fire’s −25% RPM is applied after your fire-rate oils, not added to them. An oil with +20% RPM on a Light gun gives 1.2 × 0.75 = 0.9 of the base fire rate, not 0.95. In return, railgun bullets travel instantly, so bullet-speed penalties from oils stop mattering.

Pair Result What it changes
Light + Embers Holy Fire Railgun; penetrating hits gain damage after the first target (20% multiplier since 1.0); RPM −25%
Surge + Surge Chain Lightning Electrocution jumps between nearby enemies
Embers + Embers Explosions Bullets explode on impact; radius scales with bullet size; breaks cracked walls
Embers + Surge Rocket Launcher Bullets become rockets that explode
Plague + Surge Toxic Lobotomy Railgun; headshot damage +300%; every hit drops an organ; durability loss +350%
Light + Nature Charm Small chance to turn the target into an ally
Nature + Surge Least Resistance Homing bullets; bullet speed −90%; durability loss +200%
Dark + Dark Foul Fate Killed enemies rise to fight for you

All 45 pairings, with sprites, are in the combination chart.

Scrolls added in 1.0

1.0 completed the matrix with five combinations that were blank in Early Access: Snowman Head (Frostbite + Nature), Water Bomb (Nature + Water), Evil Seed (Dark + Water), Mud Ball (Earth + Water) and Teslacold (Frostbite + Surge). The same patch cut Holy Fire’s penetration bonus from 50% to 20%, halved the RPM penalty of Light and Holy Fire from 50% to 25%, and made Holy Purge deal 25% of weapon damage instead of 10%.

Choosing a scroll for a gun

  • Shotguns and SMGs: many hits per second favour proc scrolls (Chain Lightning, Frostbite, Plague) and Explosions. Since 1.0, enchantment damage from 12Ga pellets is divided across the pellets, but the chance to proc is still rolled per pellet.
  • Rifles and snipers: railgun scrolls (Light, Holy Fire, Thunderbolt, Toxic Lobotomy) remove travel time and let you take heavy damage oils with bullet-speed penalties.
  • Crowd control for boss adds: Chain Lightning spreads damage through groups; Charm and Foul Fate make the room fight for you.

Sources

  1. SULFUR Wiki: Scroll Combinations (revised 31 October 2026)The 9 × 9 combination matrix.
  2. SULFUR Wiki: Enchantments, Stage 1 scroll tableProc chances, one scroll per gun, durability multiplier example.
  3. SULFUR Wiki: ScholarMixing Magics 2 × 2 grid.
  4. SULFUR Wiki: Scroll of Embers, Plague, Surge, Frostbite, Light pages (revised 7 November 2026)Fire, poison and electrocution damage figures; frost freeze threshold; Light's separate RPM penalty.
  5. SULFUR 1.0 release notes (Steam, 28 October 2026)Five new combined scrolls and scroll rebalances.

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