Flee (Research)
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If your research subject is set to Flee, you will be much more likely to find items with the text "flee" anywhere in their effects.
Sources
Flee Items
| Image | Name | Description | Cost |
|---|---|---|---|
| Badge of Infamy | Whenever a monster dies or flees, reduce the monster count of all other stages. | ||
| Beacon | Whenever a monster is revealed by an effect, it has a 50% chance to flee. | ||
| Flashlight | [120 Mana] Reveal target cell causing its monster to flee, then remove Dark mod from the current stage. | ||
| Grease | Every 20 turns, all visible monsters that are not in the quadrant of the cell you open will flee. Whenever a monster flees, add it to the next stage. | ||
| Handcuffs | When you leave a stage, bubble your familiars. When a monster tries to flee, it becomes your familiar instead. | ||
| Mean Spirit | When you win a stage, all living objects flee. Gain 1% powerchording whenever an object flees. | ||
| Monster Spray | For 100 turns, monsters have a chance to flee instead of attacking. The chance is equal to the number of turns left on this effect. | ||
| Police Boots | [2 Leg Armor] Visible monsters near the cells you open will flee. | ||
| Police Hat | [1 Head Armor] Fortify whenever a monster flees. When equipped, all visible monsters flee. | ||
| Police Vest | [6 Body Armor] Fortify by 2 whenever a monster flees. After taking monster damage, all nearby visible monsters flee. | ||
| Ripped Pants | Whenever you make a mistake, all visible strangers and familiars flee. | ||
| Wasp Nest | Spawn a Honeypot in the first cell you open each stage. When a Honeypot gains a charge, reveal cells in a radius equal to the charges, then any living objects within flee. | ||
| Wolf Pelt | Whenever you gain an item, a random visible monster flees. |