Damage

From DemonCrawl Wiki
Jump to navigation Jump to search

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. 24 coins
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. 15 coins
Arcane Barrier Whenever a monster is revealed, activate a random targeted magic item on its cell before taking damage. 15 coins
Archon Shield Monsters roll five times for damage and use the weakest result. 50 coins
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. 0 coins
Blessed Clasp Each stage, negate incoming damage until after your first mistake. 21 coins
Bloodcoil [400 Mana] For 3 turns, any monster damage you would take heals you instead. 50 coins
Broken Shield Monsters roll twice for damage and use the greater result. Your other shields don't work. 0 coins
Bubble Helmet [2 Head Armor] Fortify whenever you pop a bubble. If this armor survives damage, bubble it. 25 coins
Butterfly Amulet Whenever you take monster damage, gain 3% evasion. 18 coins
Caustic Wand Whenever you target a cell with an item, take damage equal to the value of the cell. 0 coins
Chromatic Helmet [4 Head Armor] Whenever this takes damage, fortify by 1 if there are any stage mods. 27 coins
Crown of Thorns [6 Head Armor] Whenever this takes damage, kill the attacking monster. 45 coins
Crucifix Whenever damage reduces your life to 1, gain a revive. 42 coins
Diamond Helmet [8 Head Armor] Spawn a diamond whenever this armor takes 2 or more damage. Fortify by 1 whenever you collect a diamond. 50 coins
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. 50 coins
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. 14 coins
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. 22 coins
Electric Chestplate [5 Body Armor] Monsters in Electric cells deal normal damage. Fortify whenever you collect loot from an Electric cell. 39 coins
Emergency Hotline Whenever you take damage, spawn a Doctor on a random visible cell. Doctors give souls instead of restoring life. 19 coins
Feather Monster damage is capped to your number of items. 6 coins
Fel Bracers Monsters roll extra times for damage equal to your number of omens, and use the weakest result. 14 coins
Ghillie Suit [3 Body Armor] At the start of each stage, obscure all visible numbered cells. Negate damage from monsters near obscured cells. 34 coins
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. 30 coins
Golden Rose Take 1 damage and gain 10 coins. 5 coins
Growing Pains Monsters deal extra damage equal to your number of omens. 0 coins
Hematic Crystal Gain 30 mana for each damage taken. 14 coins
Human Cannonball [20 Head Armor] Does not repair automatically. Whenever this takes damage, explode a number of random cells equal to the damage taken. 40 coins
Hypnowatch Delay monster damage by 1 turn. 15 coins
Jester Hat Monsters always deal max damage. 0 coins
Ladybug For a number of turns equal to your total mana plus 1, you cannot take damage from failed guesses. 16 coins
Lightning Rod Fully discharge a random magic item instead of taking damage. 30 coins
Lucky Leaf 50% chance to negate damage. 50 coins
Magic Minion [100 Mana] Use Minion. If you're about to take damage, this item will discharge to deflect 1 damage. 15 coins
Mimic When you open a chest on a 1 or greater, take monster damage. 0 coins
Minion Solve a random cell. If you're about to take damage, this Minion will sacrifice itself to negate 1 damage. 0 coins
Mortify If you take damage, for the next 10 turns any amount of damage will kill you. 0 coins
Ninja's Memento Increase your life cap for the next dimension by 3 times the number of stages since you last took damage. 0 coins
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. 23 coins
Philosopher's Stone Spend 20 coins instead of taking damage. 30 coins
Police Vest [6 Body Armor] Fortify by 2 whenever a monster flees. After taking monster damage, all nearby visible monsters flee. 40 coins
Ponderer's Pipe When you complete a stage, gain 1 soul if you took no damage. 15 coins
Pound of Flesh Lose a random item instead of taking damage. 40 coins
Pufferfish [160 Mana] Automatically discharges when damage reduces your life to 1. Kill 20 random monsters. 21 coins
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. 0 coins
Reaper Scythe Destroy a random omen instead of taking fatal damage. 25 coins
Reflector Blade Other visible monsters will be killed to reduce incoming monster damage by 2 each. 26 coins
Rotting Head For 5 seconds, reduce incoming damage by the number of seconds left. 11 coins
Sabertooth Amulet When you complete a stage, gain a Minion. Your Minions can survive an extra point of damage. 13 coins
Shield Monsters roll twice for damage and use the weaker result. 15 coins
Shiny Minion Each turn you must guess, this will solve a random cell. This Minion will sacrifice itself to deflect fatal damage. 28 coins
Shrine Tag [200 Mana] Enchant target visible cell: reduce incoming damage by the value of this cell. 30 coins
Shuriken [110 Mana] Automatically discharges when a monster spawns. Kill the monster before taking damage. 18 coins
Spider Fang The next time a monster is revealed, kill it before you can take damage. 9 coins
Stinging Nettle Take 1 damage whenever you gain an item. 0 coins
Tattered Flag Every 10 turns, take 1 damage for each cell that is incorrectly flagged. 0 coins
Thicker Skin Defense can reduce damage to 0. Whenever it does, you lose 1 defense. 25 coins
Tripwire Enchant 10 random cells each stage: when you chord or target this cell with an item, take monster damage and remove the enchantment. 0 coins
Trump Card If you fail a guess, activate your mastery's ultimate ability before taking damage. 32 coins
Valiant Shield Monsters roll three times for damage and use the weakest result. 35 coins
Vampire Fang Restore 1 life whenever you take damage. 45 coins
Wand of Retribution [300 Mana] Automatically discharges after you take monster damage and kills all visible monsters. Gain 1 soul for each monster killed. 10 coins
Wild Bracers Monsters roll extra times for damage equal to your number of Minions, and use the weakest result. 14 coins
Witch Hat [2 Head Armor] When equipped, fortify by 1 for each of your omens. Gain 50 mana whenever this takes damage. 20 coins
Wizard Bracers Monsters roll extra times for damage equal to your number of charged magic items, and use the weakest result. 14 coins
Wizard Hat [2 Head Armor] Fortify by 1 whenever you use a magic item. Gain 50 mana whenever this takes damage. 20 coins
Mechanics
Lives Defense Coins
Revive Status Effect
StagesSpecial StagesStage Power
Stranger Landmark Familiar Monster Boss
Loot (  Heart Soul Coin Diamond Chestetc. )
AuraStage Mods
 Canker Sawblade Bubble
FlareBlessingBubble
Inventory Armor Bones MinionSeal
ManaManalockDuplicast
TurnMistakeDamageChainChordPowerchordExplodeGlean GuessPathfindingMorality
ScorePrestige
 TokensSpecial ChestsHeirloomSigil
edit this navbox