Eclipse

Eclipse is an alternate gamemode that adds stacking challenge modifiers to successive runs. Each Survivor starts at Eclipse level 1, where Eclipse will have the first of the modifiers shown below. After successfully completing a run, that Survivor's Eclipse level will increment (up to a maximum of 8), and the next modifier will be added to future runs. Eclipse has the same difficulty settings as Monsoon, and Challenges that require Monsoon can be completed on Eclipse.

Note: "Ally" includes the survivor in all cases
 * 1) Ally Starting Health: -50%
 * 2) Teleporter Radius: -50%
 * 3) Ally Fall Damage: +100% and lethal
 * 4) Enemy Speed: +40%
 * 5) Ally Healing: -50%
 * 6) Enemy Gold Drops: -20%
 * 7) Enemy Cooldowns: -50%
 * 8) Allies receive permanent damage "You only celebrate in the light... because I allow it." (Note: uses the Permanent Curse Debuff)

Celestial Orbs do not spawn in this gamemode, nor can the artifact portal be spawned. Artifacts cannot be used in this gamemode. It can only be played solo.

There are no Challenges or unlocks associated with Eclipse.

eclipse1.png Eclipse 1

 * Ally Starting Health: -50%

The Eclipse 1 effect starts the survivor and all allies at half health at the beginning of every stage. Note that this is NOT a debuff to maximum health, only starting HP.

eclipse2.png Eclipse 2

 * Teleporter Radius: -50%

This effect includes the radius of the vents in the Void Fields, making the Void Fields a very daunting prospect.

eclipse3.png Eclipse 3

 * Ally Fall Damage: +100% and lethal

The Eclipse 3 effect is identical to the effect of the.

eclipse4.png Eclipse 4

 * Enemy Speed: +40%

The Eclipse 4 effect is essentially the opposite of the effect. Attack speed and frequency is unaffected.

This effect can have positive effects for the survivor. Enemies group up faster and melee enemies (especially Mithrix) may overshoot their attacks.

eclipse5.png Eclipse 5

 * Ally Healing: -50%

Note that the Eclipse 5 effect only applies to healing effects (such as, , and REX's abilities) but not base health regeneration or items with regeneration effects (such as or ).

is impacted twice by the Eclipse 5 effect (once when the initial heal is calculated and once when the heal is actually applied) making it a completely detrimental pickup from here on.

eclipse6.png Eclipse 6

 * Enemy Gold Drops: -20%

Capsules and are unaffected.

eclipse7.png Eclipse 7

 * Enemy Cooldowns: -50%

Essentially, enemies use their moves twice as often. Eclipse 7 is especially consequential for the Alloy Worship Unit, which becomes near invincible once it starts spamming Alloy Supercharged Detonation, attaining near-constant shielding.

eclipse8.png Eclipse 8

 * Allies receive permanent damage "You only celebrate in the light... because I allow it."

When taking damage on Eclipse 8, allies gain a number of stacks of Permanent Curse equal to, rounded down. Maximum health is reduced by a factor of, where   is the number of stacks.

Contrary to its name, "permanent" damage is not permanent; it is reset at the beginning of every stage. All curse stacks are also removed when resurrecting with, but not when using.

Small bits of damage are not enough to trigger the permanent damage effect, so is still usable. However, all of REX's self-damaging moves WILL trigger the permanent damage effect.