Passive Items
(Redirected from Passives Items)
Passives |
Consumables |
Magic |
Omens |
Legendaries |
Passive items are one of five item categories in Demoncrawl.
Passive items will give you a passive bonus while you're holding the item in your inventory, depending on the item you picked up.
There are 298 total passive items.
No results| Image | Name | Description | Cost |
|---|
| Item | Description | Category | Cost |
|---|---|---|---|
| Your restore life effects are reduced by 1. | |||
| Each stage has an additional Wishpool. You cannot activate Wishpools. Whenever a Wishpool gains a charge, drop your other items on the ground then destroy visible objects in the same quadrant as the Wishpool. | |||
| Item Shop prices are unknown. | |||
| Halves chances of finding loot. | |||
| After opening 100 cells without making a mistake, lose this item and gain 4 omens. | |||
| 50% chance to negate object movement effects. | |||
| Triple the duration of your status effects. | |||
| You cannot enter a special stage unless the stage after it is complete. | |||
| Your projectiles fizzle after 1 second. | |||
| Cell values are unknown. Lose this item after 3 turns. | |||
| When you apply an aura, 50% chance to apply Toxic instead. | |||
| When you enter a stage, set your max lives to your lives. | |||
| Whenever you lose life, lose the same amount of life after 50 turns. | |||
| Whenever you restore life, lose 1 max life. | |||
| You cannot powerchord. Whenever you chord a 1, lose 1 life. | |||
| Lose 1 life every 40 turns. Reset this status counter when you leave a stage. | |||
| When you enter a stage, increase the monster count for every 10 coins you have. | |||
| Targeted items affect random cells. | |||
| 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. | |||
| Aura types are randomized. | |||
| Whenever you lose an item that isn't Poison, gain Poison. | |||
| You will not discover strangers. | |||
| Whenever you would restore life, gain defense, or coins, delay it by 50 cells opened. | |||
| Every 10 turns, take 1 damage for each cell that is incorrectly flagged. | |||
| Every 10 seconds, destroy a random visible object. | |||
| You must pay 5 coins to open chests. | |||
| Whenever your morality increases, increase the stage power by an equal amount. | |||
| Every 10 turns, if it's possible to fully discharge a random magic item, do so and lose 1 life. | |||
| Every 100 cells opened, lose 1 morality. If your morality is -10 or less, lose 1 max life. | |||
| Negate meat items. | |||
| Monsters always deal max damage. | |||
| Whenever you spend coins, lose an equal amount of coins. | |||
| Whenever a monster is revealed, your passive items are disabled for 20 turns. | |||
| Enchant 10 random cells each stage: when you chord or target this cell with an item, take monster damage and remove the enchantment. | |||
| You cannot find items worth more than 20 coins. | |||
| Every 100 turns, lose all of your coins. Reset this status counter when you spend coins. | |||
| If you lose this item, you also lose 5 lives. | |||
| Whenever you gain an item, destroy another item of the same type. | |||
| Lose 1 life when you consume an item. | |||
| When you enter a stage at full life, it has a 50% chance to gain the Double mod if it doesn't already have it. | |||
| Chests contain double coins. | |||
| Stages have an additional Psychic. | |||
| At the start of each stage, gain a random magic item if you have less than 200 mana. | |||
| Gain 25% evasion. When you evade, you have a chance to solve nearby cells equal to your evasion. | |||
| When you collect a diamond, duplicast a random magic item. | |||
| When you enter a stage, gain a random legendary item. | |||
| Whenever you discover a cell of value 5 or greater, gain a random magic item. | |||
| When you win a stage, all living objects flee. Gain 1% powerchording whenever an object flees. | |||
| Changes to evasion, pathfinding, and powerchording will apply to all these stats. | |||
| Activate random Doll effects equal to your mastery charges at the start of each stage, and when your ultimate ability is activated. | |||
| At the start of each stage, powerchord cells for a number of turns equal to your mastery charges. When you activate your ultimate ability, evade monsters for a number of turns equal to your mastery charges. | |||
| Chests are half as likely to contain omens. | |||
| Gain Hungry Seeds equal to your mastery charges at the start of each stage, and when your ultimate ability is activated. | |||
| When you feed a Hungry Plant, it sends a flare in a random direction. When you discover a 5, spawn a Hungry Plant in that cell. | |||
| At the start of each stage, spawn a Hungry Plant in a bubble. When you complete a Hungry Plant, kill it and spawn 2 Hungry Plants in bubbles. | |||
| Spawn a Hungry Plant in the first cell you open each stage. Your Hungry Plants are almost full when they spawn. | |||
| Use Stick at the start of each stage. When you use a Stick, get it back in 10 turns if you have a Minion. | |||
| Whenever you take damage, spawn a Doctor on a random visible cell. Doctors give souls instead of restoring life. | |||
| Pick up hearts at full life to spawn a random stranger in the same cell. | |||
| When you target a cell with an item, it gains Burning. When you complete a stage, gain 1 soul for each Burning cell of value 5 or greater. | |||
| Spawn a Honeypot at the start of each stage, and when your ultimate ability is activated. It gains charges equal to your mastery charges. | |||
| Each turn, gain mana equal to the sum of your chain. | |||
| When you enter a stage, gain 2 souls for every stage mod. | |||
| Every 20 turns, all cell auras are converted to a random elemental aura. Whenever an aura is removed, the cell explodes in a 3x3 area. | |||
| At the start of each stage, gain a 10-second timer. After it expires, reveal random cells equal to the number of turns made during the timer. | |||
| Favor all weapon items. Whenever you gain a weapon, you can powerchord any cell for 5 turns. | |||
| Psychics are more common. You may right-click a Psychic to reverse your fate for double her cost. | |||
| 40% chance to revive on death. | |||
| Chop down signs. | |||
| 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. | |||
| Cell values are visible even when the cell is occupied. | |||
| Spawn a strong familiar at the start of each stage. | |||
| When you lose this item, gain a random legendary item. | |||
| Small chance to dig up new loot in cells. | |||
| Whenever you spend coins, gain twice the amount in mana. | |||
| If a flare would collide with a stranger, the stranger relocates to a nearby cell out of the way. | |||
| Whenever an object spawns on or moves to a numbered visible cell, reveal nearby cells. | |||
| At the start of each stage, apply Ethereal to all visible cells. | |||
| Gain 1% pathfinding at the end of each stage for each different type of aura present. | |||
| Flag a monster when you begin a stage. | |||
| When you abort a stage, it gains the Trusty mod. | |||
| Guarantees an extra Honeypot per stage. When you activate a Honeypot, apply Burning to the cells of relocated living objects. | |||
| After you open a chest, spawn a diamond in that cell. | |||
| Whenever you use a magic item, spawn a Mage who knows how to use that item. | |||
| At the start of the stage, launch a Jock in a random direction from the first cell you open. Your Jock projectiles can wrap the stage. | |||
| Stages have an additional Jock. | |||
| Drop a number of items on the ground equal to your mastery charges at the start of each stage and when your ultimate ability is activated. | |||
| Whenever you discover a cell of value 6 or greater, gain 3% evasion. | |||
| Every 100 cells you open, gain 1 defense. | |||
| Whenever you finish an item shop, uncomplete the first stage of the quest. | |||
| Stages have an additional treasure chest. | |||
| When you open half of all empty cells, unobscure any values and destroy all objects on numbered cells. | |||
| Pick up hearts at full life to gain a Minion. | |||
| Send Flares in all directions from the first cell you open each stage. | |||
| You can become a ghost. After 30 turns as a ghost, you lose. | |||
| Every 200 cells opened, gain a copy of an item that you have two or more of. | |||
| When you enter a stage with 3 or more stage mods, gain a revive. | |||
| Stages have an additional Scientist. | |||
| Item Shops have 1 extra item. | |||
| Strangers send a Flare in a random direction each turn. | |||
| Gain a soul whenever you lose an item. | |||
| You may have multiple legendary items. | |||
| Targeted items affect the entire column of cells. | |||
| Targeted items affect the entire row of cells. | |||
| Heart drops are worth 1 extra life. | |||
| Whenever a stranger would die, activate his or her effect first. | |||
| Item Shops never run out of items. | |||
| At the start of the stage and when you activate your mastery ability, gain Shuriken equal to the number of times your ability has been activated. | |||
| Stages have an additional Mage. | |||
| Mystic Statues are more common. Statue stages no longer increase difficulty. | |||
| Apply Electric to random visible objects equal to your mastery charges at the start of each stage, and when your ultimate ability is activated. | |||
| Gain an Egg at the end of each stage, and open 10 Eggs at the end of the quest. | |||
| Spawn Santa when your ultimate ability is activated. | |||
| Whenever you discover a 5 or greater, solve a random cell. | |||
| Whenever you spend coins on a stranger, activate all other strangers. | |||
| Whenever you collect loot, send a Flare in a random direction from the looted cell. | |||
| Moving objects and projectiles always travel in the direction of the last cell you opened. | |||
| Gain 30 mana for each damage taken. | |||
| Whenever a familiar dies, spawn a familiar. | |||
| Stages have an additional Waterboy. | |||
| Whenever you discover a cell of value 6 or greater, gain 2% pathfinding. | |||
| Spawn a sawblade then reveal a number of monsters equal to your mastery charges at the start of each stage, and when your ultimate ability is activated. | |||
| Your projectiles have a small chance to become a Blessing. This chance decreases with your number of omens. | |||
| Pick up hearts at full life to kill a random monster, revealing it if necessary. | |||
| Consume passive items to spawn a chest. | |||
| Your familiars move an extra space per turn. | |||
| Projectiles have a 50% chance to pierce. | |||
| Gain 40 mana times your mastery charges at the start of each stage, and when your ultimate ability is activated. | |||
| Freeze random monsters equal to your mastery charges at the start of each stage, and when your ultimate ability is activated. | |||
| Gain 5% evasion. When you evade a monster, kill it. | |||
| You may left click a projectile to rotate its direction of travel, clockwise. | |||
| Projectiles and orbs travel slowly. | |||
| Your projectiles create aura trails. | |||
| Your guaranteed chests will be Special Chests. Activate Special Chest effects twice. | |||
| Enchant 10 random cells each stage: when you chord or target this cell with an item, blow up the nearby 3x3 area and remove the enchantment. | |||
| Cells provide 1 extra mana. | |||
| When you complete a stage, gain 100 mana for every diamond or chest left behind. | |||
| When you bury Bones or a stranger dies, spawn a strong familiar in the same cell. | |||
| When you bury Bones, spawn a familiar in the same cell. | |||
| Right-click to consume the first item in your inventory and restore 1 life. | |||
| Pyros are more common and cost half as much. They will also send flares in the opposite direction. | |||
| Whenever you break a chain, pass a number of turns equal to the chain's length. | |||
| Each stage contains 5 Ethereal cells. | |||
| Your chests are strong familiars. You can still open them. | |||
| Whenever you lose an item, explode 4 random cells. | |||
| Right-click items with ongoing status effects to consume them and activate their completion. | |||
| Favor all Doll items. Whenever you gain a Doll, gain a mastery charge. | |||
| You may consume omens at the cost of 1 life each. | |||
| Every 20 turns, spawn a Jock. Gain 1 defense whenever a Jock pushes an object. | |||
| Whenever you restore life, restore the same amount of life after 50 turns. | |||
| Whenever a familiar dies or kills a monster, gain a soul. Spawn two familiars at the start of each stage. | |||
| When you enter a stage, reduce the minimum stage power to 1. | |||
| Whenever you make a mistake, spawn a nearby [[Stranger#Jock|Jock]]. If a Jock sees an incorrect flag, he will activate himself immediately at no cost. | |||
| [[Landmark#Honeypot|Honeypots]] are more common. When a Honeypot gains a charge, spawn a strong familiar nearby. | |||
| Stages have an additional Nomad. | |||
| Strangers send a Bubble in a random direction each turn. | |||
| The first diamond you collect each turn will fully charge a random magic item. | |||
| Mercenaries are more common and cost half as much. Before hiring, you may right click on a Mercenary to relocate him to a random cell for 1 coin. | |||
| Whenever a status effect expires, gain the same status effect. | |||
| Glean random cells equal to your mastery charges at the start of each stage, and when you activate your ultimate ability. | |||
| Whenever you consume an item, gain 50 mana. | |||
| Whenever you take monster damage, gain 3% evasion. | |||
| Spawn a landmark at the start of each stage and whenever you discover a 5 or greater. | |||
| Kill all visible living objects at the end of each stage, applying Toxic to their cells. | |||
| Gain Quest for Quests for every 2 mastery charges at the start of each stage, and when your ultimate ability is activated. | |||
| At the end of each stage, duplicate all visible objects. | |||
| Before entering a stage, remove a random stage mod. | |||
| Whenever a living object dies, solve 3 cells. | |||
| At the start of each stage, reveal all cells near visible cells and kill any monsters within. | |||
| Spawn mutated Cankers equal to your mastery charges at the start of each stage, and when you activate your ultimate ability. | |||
| Whenever you discover a 4 or greater, pass a turn. | |||
| Every 100 cells you open, restore your life to max. | |||
| Apply random auras to a number of cells equal to triple your mastery charges at the start of each stage, and when your mastery ability is activated. | |||
| Heart drops become souls. | |||
| Whenever a monster is revealed by an effect, it has a 50% chance to flee. | |||
| Gain souls equal to your mastery charges at the start of each stage, and when your ultimate ability is activated. | |||
| When you enter a stage, the first cell you chord becomes a powerchord. Every 10 monsters you kill, gain a soul. | |||
| Monsters roll three times for damage and use the weakest result. | |||
| Gain a random Book item for every 3 mastery charges at the start of each stage, and when your ultimate ability is activated. | |||
| Spawn a familiar whenever you collect a diamond. | |||
| Gain 100 XP at the end of each stage, and 1000 XP at the end of the quest. | |||
| Whenever you gain an item, a random visible monster flees. | |||
| Your targeted magic items will target an additional random cell. | |||
| Nomads are more common and cost half as much. You may right click a Nomad to refresh his inventory for 3 coins. | |||
| You can see information about locked stages. | |||
| Guarantees 1 Mystic Statue per stage. Whenever you activate a Mystic Statue, restore 5 lives. | |||
| Duplicate random bubbles equal to your mastery charges at the start of each stage, and when your ultimate ability is activated. | |||
| Scientists are more common and cost half as much. You may right click a Scientist to change his effect for 1 coin. | |||
| Whenever you make a mistake, spawn a familiar. Your familiars create a Cursed trail. | |||
| Pick up hearts at full life to gain Bones. | |||
| Monsters roll twice for damage and use the weaker result. | |||
| When you use a magic item, gain up to 30 mana per omen. | |||
| Each stage, negate incoming damage until after your first mistake. | |||
| Pick up hearts at full life to gain 1% powerchording. | |||
| Stages have an additional Mercenary. | |||
| Kill visible monsters. (They deserve it.) | |||
| Pick up hearts at full life to gain 1% pathfinding. | |||
| Pick up hearts at full life to gain defense. | |||
| If you spend at least 25 coins in an Item Shop, it remains open. | |||
| Whenever you spend coins on a stranger, their cell gains Cursed. | |||
| Whenever you pick up an item with a full inventory, clear your inventory and triple your stats. | |||
| Gain a mastery charge whenever you consume an item that isn't a consumable item. Automatically consume this item when you enter the final stage. | |||
| Gain a random favored item at the start of each stage. You are even more likely to find favored items. | |||
| After you use a magic item, your next chord will be a powerchord. | |||
| Whenever you lose exactly 1 life, lose a random omen. | |||
| Spawn legendary items equal to your mastery charges at the start of each stage, and when your ultimate ability is activated. | |||
| If you have to guess at the start of each stage or when your ultimate mastery ability is activated, set your mastery charges to half full. | |||
| Pick up hearts at full life to gain 100 mana. | |||
| Stages have an additional Pyro. | |||
| Pick up hearts at full life to glean a random hidden cell. | |||
| Pick up hearts at full life to spawn 3 Spookers. | |||
| Whenever you discover a 5 or greater, it gains Burning. Burning cells have a 5% chance to send a Flare in a random direction each turn. | |||
| Guarantees 3 Wishpools per stage. You may right click to throw this item into a Wishpool, increasing its charges by 5. | |||
| Defense can reduce damage to 0. Whenever it does, you lose 1 defense. | |||
| When you complete a stage, gain a random item. | |||
| Doctors are more common and cost half as much. You may right click a Doctor to restore all of your lives by paying her full cost upfront. | |||
| You have an additional 3% chance to powerchord. | |||
| Spend 20 coins instead of taking damage. | |||
| Gain a Token at the end of each stage, and 50 Tokens at the end of the quest. | |||
| Whenever you gain a consumable item, you will lose it after 30 turns and gain a more valuable consumable item. | |||
| Favor all armor items. Whenever you equip armor, fortify it by 3. | |||
| 40% chance to spawn a heart whenever you pick up a coin. | |||
| Pick up hearts at full life to solve a random cell. | |||
| Spawn a Rabbit when your ultimate ability is activated. | |||
| Whenever a monster would spawn, a stranger spawns instead. | |||
| You have an additional 5% chance to powerchord. | |||
| Permits mere mortals to enter The Basement for 30 seconds... | |||
| When you complete a stage, gain 1 soul if you took no damage. | |||
| Whenever a monster is revealed, reduce the stage's max power by 1. | |||
| Guarantees one additional heart drop per stage. | |||
| Spawners are more common. Strangers are no longer killed when a Spawner breaks. | |||
| Mages are more common and cost half as much. For 20 coins, you may right click a Mage to gain his magic item. He will learn a different item. | |||
| Pick up hearts at full life to gain 10 coins. | |||
| Triples your chance to find legendary and divine items. | |||
| At the start of each stage, reveal any cells that have guaranteed objects in a 3x3 area. | |||
| Gain 5 coins times your mastery charges at the start of each stage, and when your ultimate ability is activated. | |||
| Gain Tokens equal to your mastery charges at the start of each stage, and when your ultimate ability is activated. | |||
| Reduce the prices of Item Shops and strangers by 3 coins. Whenever you spend at least 20 coins, gain a Present. | |||
| When you enter a stage, gain souls equal to the number of times your mastery's ultimate ability has been activated. | |||
| Fortify all of your armor by your mastery charges at the start of each stage, and when your ultimate ability is activated. | |||
| If you open 10 cells within 10 seconds of gaining an omen, lose the omen. | |||
| Negates death once. | |||
| Blacksmiths are more common and cost half as much. You may right click a Blacksmith to purchase armor instantly for double the price. | |||
| You are immune to omens. Destroy this item after 333 turns. Pick up hearts at full life to extend this effect by 50 turns. | |||
| Flag 3 monsters whenever you spend coins. | |||
| Whenever you lose exactly 1 life, spawn a Sawblade. Whenever a Sawblade explodes, restore 1 life. | |||
| When you enter a stage, reduce the monster count by the minimum power. | |||
| Gain morality equal to your mastery charges at the start of each stage, and when your ultimate ability is activated. If you are immoral, lose morality instead. | |||
| Hungry Plants are more common. You may right click a Hungry Plant to feed it the last item in your inventory. Gain 1 coin when you activate a Hungry Plant. | |||
| Priests are more common and cost half as much. They will remove all of your omens at once. | |||
| Whenever you collect a heart, a random visible monster becomes your familiar. Whenever a familiar dies, spawn a heart. | |||
| When you leave a stage, bubble your familiars. When a monster tries to flee, it becomes your familiar instead. | |||
| When you enter a stage, reduce the max power by 1. If you have a legendary item, cut the max power in half instead. | |||
| Each point of mana replenishes all of your magic items. | |||
| Many of your diamonds will be purple diamonds. | |||
| Stages have an additional Blacksmith. | |||
| Every 100 cells opened, gain 1 morality. If your morality is 10 or greater, gain a soul. | |||
| Item chests also contain a random potion. | |||
| Immunity to omens. | |||
| Tame monsters into Minions. | |||
| Whenever you lose an item, get it back after 100 turns. | |||
| Treasure chests may contain more valuable items. | |||
| Activate Ectoplasm and set its counter to 30 times your mastery charges at the start of each stage, and when your ultimate ability is activated. | |||
| Gain defense equal to your mastery charges at the start of each stage, and when your ultimate ability is activated. | |||
| Whenever you leave a stage, steal coins from all visible strangers equal to their price. | |||
| Monster damage is capped to your number of items. | |||
| Magic items will keep 50% of their mana after use. | |||
| Magic items will keep 25% of their mana after use. | |||
| Every 100 cells you open, gain 1 soul. | |||
| Whenever you discover a 5 or greater, gain 1 defense. |