Damage
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Damage is dealt to you by revealing monsters by Mistake, and a few other effects.
Formula
- Roll
- Empower/Weaken/Reduce
- Deflect
- Armor
- Defense
- Lives
Roll
First the monster rolls between the minimum and maximum stage power to get an initial attack value. Some items manipulate rolls:
Empower/Weaken/Reduce
Can reduce damage to zero.
Deflect
Can reduce damage to zero. The same as reducing effects but something is expended in the process.
Armor
Can reduce damage to zero. At this step Armor takes all the damage it can until it all breaks. Armor works left to right:
Head,
Body, then
Leg.
Defense
The Defense stat now reduces the damage, but defense cannot reduce damage lower than 1 (unless you have
Thicker Skin).
Lives
Finally the remaining damage reduces your Lives. If you have 0 you die.
Trivia
- Life loss is not the same as damage. If something says you lose life, effects that prevent damage or trigger on damage will do nothing.
Damage Related Items
| Image | Name | Description | Cost |
|---|---|---|---|
| Airbag | [150 Mana] Automatically discharges when you're about to take damage. Gain 3% evasion and reduce the damage to 1. | ||
| Altar of Blood | [300 Mana] Automatically discharges whenever you take less damage than the max stage power. The max stage power becomes the amount of damage taken. | ||
| Arcane Barrier | Whenever a monster is revealed, activate a random targeted magic item on its cell before taking damage. | ||
| Archon Shield | Monsters roll five times for damage and use the weakest result. | ||
| Big Minion | Whenever you discover a 5 or greater, reveal a random nearby 3x3 area and kill any monsters within. If you're about to take damage, this Minion will sacrifice itself to deflect 10 damage. | ||
| Blessed Clasp | Each stage, negate incoming damage until after your first mistake. | ||
| Bloodcoil | [400 Mana] For 3 turns, any monster damage you would take heals you instead. | ||
| Broken Shield | Monsters roll twice for damage and use the greater result. Your other shields don't work. | ||
| Bubble Helmet | [2 Head Armor] Fortify whenever you pop a bubble. If this armor survives damage, bubble it. | ||
| Butterfly Amulet | Whenever you take monster damage, gain 3% evasion. | ||
| Caustic Wand | Whenever you target a cell with an item, take damage equal to the value of the cell. | ||
| Chromatic Helmet | [4 Head Armor] Whenever this takes damage, fortify by 1 if there are any stage mods. | ||
| Crown of Thorns | [6 Head Armor] Whenever this takes damage, kill the attacking monster. | ||
| Crucifix | Whenever damage reduces your life to 1, gain a revive. | ||
| Diamond Helmet | [8 Head Armor] Spawn a diamond whenever this armor takes 2 or more damage. Fortify by 1 whenever you collect a diamond. | ||
| Divine Pound of Flesh | Seal your last active inventory slot instead of taking damage. When you lose this item, unseal all of your inventory slots. | ||
| Divine Rotting Head | For 10 seconds, reduce incoming damage by the number of seconds left. Extend the duration by 1 second whenever you increase the length of your chain. | ||
| Divine Witch Hat | [2 Head Armor] When equipped, double your omens then fortify by 1 for each of your omens. Gain 66 mana whenever this takes damage. | ||
| Electric Chestplate | [5 Body Armor] Monsters in Electric cells deal normal damage. Fortify whenever you collect loot from an Electric cell. | ||
| Emergency Hotline | Whenever you take damage, spawn a Doctor on a random visible cell. Doctors give souls instead of restoring life. | ||
| Feather | Monster damage is capped to your number of items. | ||
| Fel Bracers | Monsters roll extra times for damage equal to your number of omens, and use the weakest result. | ||
| Ghillie Suit | [3 Body Armor] At the start of each stage, obscure all visible numbered cells. Negate damage from monsters near obscured cells. | ||
| Golden Helmet | [5 Head Armor] Spawn 5 coins whenever this armor takes damage. Fortify by 1 whenever you collect a coin from a cell with a value of 3 or greater. | ||
| Golden Rose | Take 1 damage and gain 10 coins. | ||
| Growing Pains | Monsters deal extra damage equal to your number of omens. | ||
| Hematic Crystal | Gain 30 mana for each damage taken. | ||
| Human Cannonball | [20 Head Armor] Does not repair automatically. Whenever this takes damage, explode a number of random cells equal to the damage taken. | ||
| Hypnowatch | Delay monster damage by 1 turn. | ||
| Jester Hat | Monsters always deal max damage. | ||
| Ladybug | For a number of turns equal to your total mana plus 1, you cannot take damage from failed guesses. | ||
| Lightning Rod | Fully discharge a random magic item instead of taking damage. | ||
| Lucky Leaf | 50% chance to negate damage. | ||
| Magic Minion | [100 Mana] Use Minion. If you're about to take damage, this item will discharge to deflect 1 damage. | ||
| Mimic | When you open a chest on a 1 or greater, take monster damage. | ||
| Minion | Solve a random cell. If you're about to take damage, this Minion will sacrifice itself to negate 1 damage. | ||
| Mortify | If you take damage, for the next 10 turns any amount of damage will kill you. | ||
| Ninja's Memento | Increase your life cap for the next dimension by 3 times the number of stages since you last took damage. | ||
| Nunchucks | [200 Mana] Reveal target 3x3 area. If the sum of that area is less than the sum of your chain, kill all monsters in that area. Otherwise, you take 3 damage. | ||
| Philosopher's Stone | Spend 20 coins instead of taking damage. | ||
| Police Vest | [6 Body Armor] Fortify by 2 whenever a monster flees. After taking monster damage, all nearby visible monsters flee. | ||
| Ponderer's Pipe | When you complete a stage, gain 1 soul if you took no damage. | ||
| Pound of Flesh | Lose a random item instead of taking damage. | ||
| Pufferfish | [160 Mana] Automatically discharges when damage reduces your life to 1. Kill 20 random monsters. | ||
| Rabid Minion | When you gain this as well as every 10 turns, reveal and kill a random monster. If you're about to take damage, this Minion will sacrifice itself to increase the damage by 1. | ||
| Reaper Scythe | Destroy a random omen instead of taking fatal damage. | ||
| Reflector Blade | Other visible monsters will be killed to reduce incoming monster damage by 2 each. | ||
| Rotting Head | For 5 seconds, reduce incoming damage by the number of seconds left. | ||
| Sabertooth Amulet | When you complete a stage, gain a Minion. Your Minions can survive an extra point of damage. | ||
| Shield | Monsters roll twice for damage and use the weaker result. | ||
| Shiny Minion | Each turn you must guess, this will solve a random cell. This Minion will sacrifice itself to deflect fatal damage. | ||
| Shrine Tag | [200 Mana] Enchant target visible cell: reduce incoming damage by the value of this cell. | ||
| Shuriken | [110 Mana] Automatically discharges when a monster spawns. Kill the monster before taking damage. | ||
| Spider Fang | The next time a monster is revealed, kill it before you can take damage. | ||
| Stinging Nettle | Take 1 damage whenever you gain an item. | ||
| Tattered Flag | Every 10 turns, take 1 damage for each cell that is incorrectly flagged. | ||
| Thicker Skin | Defense can reduce damage to 0. Whenever it does, you lose 1 defense. | ||
| Tripwire | Enchant 10 random cells each stage: when you chord or target this cell with an item, take monster damage and remove the enchantment. | ||
| Trump Card | If you fail a guess, activate your mastery's ultimate ability before taking damage. | ||
| Valiant Shield | Monsters roll three times for damage and use the weakest result. | ||
| Vampire Fang | Restore 1 life whenever you take damage. | ||
| Wand of Retribution | [300 Mana] Automatically discharges after you take monster damage and kills all visible monsters. Gain 1 soul for each monster killed. | ||
| Wild Bracers | Monsters roll extra times for damage equal to your number of Minions, and use the weakest result. | ||
| Witch Hat | [2 Head Armor] When equipped, fortify by 1 for each of your omens. Gain 50 mana whenever this takes damage. | ||
| Wizard Bracers | Monsters roll extra times for damage equal to your number of charged magic items, and use the weakest result. | ||
| Wizard Hat | [2 Head Armor] Fortify by 1 whenever you use a magic item. Gain 50 mana whenever this takes damage. |
| Mechanics | |||
|---|---|---|---|
| Character | Stats | ||
| Stage | Stages • Special Stages • Stage Power | ||
| Objects | |||
| Loot | ( | ||
| Modifiers | Aura • Stage Mods | ||
| Orbs | |||
| Projectiles | Flare • Blessing • Bubble | ||
| Item | Inventory • | ||
| Magic | Mana • Manalock • Duplicast | ||
| Keyword | Turn • Mistake • Damage • Chain • Chord • Powerchord • Explode • Glean • Guess • Pathfinding • Morality | ||
| Profile | Level | Score • Prestige | |
| Mastery | |||
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