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. 36 coins
Beacon Whenever a monster is revealed by an effect, it has a 50% chance to flee. 30 coins
Flashlight [120 Mana] Reveal target cell causing its monster to flee, then remove Dark mod from the current stage. 22 coins
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. 0 coins
Handcuffs When you leave a stage, bubble your familiars. When a monster tries to flee, it becomes your familiar instead. 16 coins
Mean Spirit When you win a stage, all living objects flee. Gain 1% powerchording whenever an object flees. 30 coins
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. 32 coins
Police Boots [2 Leg Armor] Visible monsters near the cells you open will flee. 17 coins
Police Hat [1 Head Armor] Fortify whenever a monster flees. When equipped, all visible monsters flee. 25 coins
Police Vest [6 Body Armor] Fortify by 2 whenever a monster flees. After taking monster damage, all nearby visible monsters flee. 40 coins
Ripped Pants Whenever you make a mistake, all visible strangers and familiars flee. 0 coins
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. 40 coins
Wolf Pelt Whenever you gain an item, a random visible monster flees. 5 coins