Special Hero Trial Loadouts

From DemonCrawl Wiki
Jump to navigation Jump to search

Starting from *v2.60 (patch notes missing), the Hero Trials have a small chance to apply special loadouts that override mastery and favored items.

No One Outruns the Laws

Mastery:  Detective Mastery

Favor:

Item Description Category Cost
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. Consumable 32 coins
Police Boots [2 Leg Armor] Visible monsters near the cells you open will flee. Consumable 17 coins
Police Hat [1 Head Armor] Fortify whenever a monster flees. When equipped, all visible monsters flee. Consumable 25 coins
Police Vest [6 Body Armor] Fortify by 2 whenever a monster flees. After taking monster damage, all nearby visible monsters flee. Consumable 40 coins
Badge of Infamy Whenever a monster dies or flees, reduce the monster count of all other stages. Legendary 36 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. Omen 0 coins
Beacon Whenever a monster is revealed by an effect, it has a 50% chance to flee. Passive 30 coins
Handcuffs When you leave a stage, bubble your familiars. When a monster tries to flee, it becomes your familiar instead. Passive 16 coins
Mean Spirit When you win a stage, all living objects flee. Gain 1% powerchording whenever an object flees. Passive 30 coins

Disfavor:
None

Cheating Death

Mastery:  Ghost Mastery

Favor:

Item Description Category Cost
Dire Potion 25% chance to gain a revive. Otherwise, well... you don't want to know. Consumable 0 coins
Emergency Rations If you have to guess, gain a revive. If not, you die. Consumable 25 coins
Ghillie Suit [3 Body Armor] At the start of each stage, obscure all visible numbered cells. Negate damage from monsters near obscured cells. Consumable 34 coins
Pina Colada You have a 90% chance to negate damage until you take damage Consumable 40 coins
Second Wind 50% chance to revive on death. Legendary 40 coins
Ace of Spades [400 Mana] If the sum value of target visible 3x3 area is exactly 21, gain a revive. Magic 27 coins
Blessed Clasp Each stage, negate incoming damage until after your first mistake. Passive 21 coins
Crucifix Whenever damage reduces your life to 1, gain a revive. Passive 42 coins
Lucky Leaf 50% chance to negate damage. Passive 50 coins
Wishbone 25% chance to revive on death. Passive 10 coins

Disfavor:
None

Bloodsucker

Mastery:  Warlock Mastery

Favor:

Item Description Category Cost
Batwing Boots [3 Leg Armor] Every 50 turns, gain a random omen if you just clicked on a 3 or greater. Consumable 16 coins
Vampiric Boots [4 Armor] Every 40 cells opened, lose life equal to the value of the cell you just clicked, then fortify by twice the amount. Consumable 35 coins
Vampiric Chestplate [13 Body Armor] Whenever you lose life, fortify by triple the amount lost. Consumable 70 coins
Vampiric Helmet [7 Head Armor] Fortify by 2 whenever you lose life. Consumable 50 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. Magic 15 coins
Blood Compass [60 Mana] Solve a cell and lose 1 life. This item has a 90% chance to remain charged after use. Magic 20 coins
Blood Magic [50 Mana] Gain 50 mana and lose 1 life. Magic 15 coins
Bloodcoil [400 Mana] For 3 turns, any monster damage you would take heals you instead. Magic 50 coins
Vampiric Blade [140 Mana] Kill target visible monster or stranger and spawn a heart in its place. If you are not injured, spawn a soul instead. Magic 33 coins
Vampire Fang Restore 1 life whenever you take damage. Passive 45 coins

Disfavor:
None

The Casino Always Wins

Mastery:  Warlock Mastery

Favor:

Item Description Category Cost
Dice Rerolls the mods on a selected stage, guaranteeing at least one stage mod. Consumable 5 coins
Wildcard Randomize your card items, including this one. Consumable 14 coins
Ace of Spades [400 Mana] If the sum value of target visible 3x3 area is exactly 21, gain a revive. Magic 27 coins
Deck of Cards [200 Mana] Gain a random card item that you don't already have. Magic 25 coins
Jack of Clubs [500 Mana] Replace your mastery with another random mastery. It starts fully charged. Magic 45 coins
King of Diamonds [200 Mana] Spawn diamonds on visible cells in target 3x3 area. Convert any diamonds that were already in this area into purple diamonds. Magic 45 coins
Queen of Hearts [200 Mana] Spawn hearts on visible cells in target 3x3 area. Convert any hearts that were already in this area into souls. Magic 45 coins
The Joker If you use an item to target visible cells with a sum of 13 or greater, you lose. Omen 0 coins
Poker Chip Gamblers are more common and cost half as much. You may right click a Gambler to move him 3 times for the price of one, but all of his coins are lost. Passive 25 coins
Reverse Card Psychics are more common. You may right-click a Psychic to reverse your fate for double her cost. Passive 25 coins

Disfavor:
None

Prosperity Gospel

Mastery:  Prophet Mastery

Favor:

Item Description Category Cost
Parrot Treasure chests contain an extra reward. Legendary 18 coins
Edict of the Old Gods Guarantees one Obelisk every stage. Improves the quality of your Tablets. Passive 150 coins
Helm Treasure chests may contain more valuable items. Passive 12 coins
Herbs Item chests also contain a random potion. Passive 27 coins
Hook Hand Your guaranteed chests will be Special Chests. Activate Special Chest effects twice. Passive 26 coins
Prophet Doll Gain Tokens equal to your mastery charges at the start of each stage, and when your ultimate ability is activated. Passive 30 coins
Regift Consume passive items to spawn a chest. Passive 12 coins
Spyglass Chests are half as likely to contain omens. Passive 18 coins
Treasure Amulet Stages have an additional treasure chest. Passive 20 coins
Treasure Map Increases your chance to find treasure chests. Passive 10 coins

Disfavor:
None

Silent but Deadly

Mastery:  Ninja Mastery

Favor:

Item Description Category Cost
Battery Fully charge your mastery. Consumable 16 coins
Energy Drink Every 40 turns, gain a mastery charge until you make a mistake. Consumable 15 coins
Juice Gain a mastery charge. If you have activated your ultimate ability before, activate it now for free. Consumable 9 coins
Kunai [100 Mana] Kill target visible monster and reveal any monsters nearby. Magic 28 coins
Master's Degree [400 Mana] Activate your mastery's ultimate ability, then manalock for 100 turns. Magic 40 coins
Shuriken [110 Mana] Automatically discharges when a monster spawns. Kill the monster before taking damage. Magic 18 coins
Black Belt When you enter a stage, gain souls equal to the number of times your mastery's ultimate ability has been activated. Passive 16 coins
Cloud Dagger Gain 5% evasion. When you evade a monster, kill it. Passive 15 coins
Ninja Doll 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. Passive 30 coins
Sage Stages grant an additional mastery charge. Passive 32 coins

Disfavor:
None

Mind the Hive

Mastery:  Beekeeper Mastery

Favor:

Item Description Category Cost
Honeycomb Spawn a Honeypot in target visible cell and relocate all visible living objects 1 cell closer to it. Consumable 7 coins
Ladybug For a number of turns equal to your total mana plus 1, you cannot take damage from failed guesses. Consumable 16 coins
Lightning Bug Every 5 turns, apply electric to a random visible cell. Consumable 12 coins
Beehive [100 Mana] Spawn a Honeypot on target visible cell, then increase the charges of all visible Honeypots. Magic 25 coins
Bloomberries [200 Mana] Gain 1 max life. Magic 19 coins
Beekeeper Doll Spawn a Honeypot at the start of each stage, and when your ultimate ability is activated. It gains charges equal to your mastery charges. Passive 30 coins
Hot Honey Guarantees an extra Honeypot per stage. When you activate a Honeypot, apply Burning to the cells of relocated living objects. Passive 21 coins
Pheromones Every 200 cells opened, gain a copy of an item that you have two or more of. Passive 14 coins
Queen Wasp [[Landmark#Honeypot|Honeypots]] are more common. When a Honeypot gains a charge, spawn a strong familiar nearby. Passive 30 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. Passive 40 coins

Disfavor:
None

Chain Reaction

Mastery:  Demolitionist Mastery

Favor:

Item Description Category Cost
Bomb Explode target numbered cell in a 3x3 area. Consumable 13 coins
Clusterbang Launch 3 Sawblades. Consumable 14 coins
Pipe Bomb Explode target cell. Increase the radius of this item by the number of special stages you have completed. Consumable 18 coins
Dynamite [200 Mana] Explode target 3x3 area. Magic 30 coins
Powder Keg [300 Mana] Spawn a Barrel on target empty cell. It will explode in 5 seconds. Magic 45 coins
Demolitionist Doll Spawn Barrels equal to your mastery charges at the start of each stage, and when your ultimate ability is activated. Passive 30 coins
Explosive Gut Whenever you lose an item, explode 4 random cells. Passive 20 coins
Landmine 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. Passive 35 coins
Mortar Whenever a visible monster dies, it explodes in a 3x3 area. Passive 30 coins
Unstable Compound 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. Passive 13 coins

Disfavor:
None

Absolute Zero

Mastery:  Snowflake Mastery

Favor:

Item Description Category Cost
Frozen Helmet [3 Head Armor] All Frozen cells are gleaned. Fortify whenever a monster becomes frozen. Consumable 29 coins
Ice Bomb Apply Frozen to a 3x3 area around target cell. Consumable 14 coins
Nitrogen Apply Frozen to random hidden cells until it lands on one without a monster. Consumable 9 coins
Frost Blade [150 Mana] Freeze target visible living object or explode target Frozen cell in a 5x5 area. Magic 40 coins
Frostbite [50 Mana] Automatically discharges whenever you discover a 4 or greater and freezes 1 to 3 random monsters. Magic 11 coins
Ice Scraper [50 Mana] If target cell has Frozen, remove the aura, then solve it and all nearby cells. Magic 22 coins
Ice Totem [50 Mana] Enchant target visible cell, apply Frozen to it: each turn, increase the value by 1. If it's 10 or greater, kill monsters in this quadrant equal to the number of Frozen cells in this quadrant, then reset the value. Magic 40 coins
Sapphire of Frost [70 Mana] Target cell gains or loses Frozen. Magic 21 coins
Snowglobe [150 Mana] Target cell gains Frozen. For the next 5 turns, relocate all Frozen cells and their contents, revealing their original cells. Magic 27 coins
Cryomancy When you target a cell with an item, it gains Frozen. When you complete a stage, gain 1 soul for each Frozen cell of value 5 or greater. Passive 22 coins

Disfavor:
None

Burn Notice

Mastery:  Firefly Mastery

Favor:

Item Description Category Cost
Burning Boots [2 Leg Armor] Burning cells do not hurt you. Fortify whenever an object is destroyed by Burning. Consumable 18 coins
Fire Bomb Apply Burning to a 3x3 area around target cell. Consumable 14 coins
Ifrit Contact Spawn a familiar on target visible cell. For 10 turns, your familiars create a Burning Trail and are immune to Burning. Afterwards, convert all Burning auras into strong familiars. Consumable 18 coins
Fire Totem [50 Mana] Enchant target visible cell, apply Burning to it: each turn, increase the value by 1. If it's 10 or greater, kill monsters in this quadrant equal to the number of Burning cells in this quadrant, then reset the value. Magic 40 coins
Fireball [100 Mana] Send Flares in all directions from target visible cell. Magic 34 coins
Ruby of Flame [70 Mana] Target cell gains or loses Burning. Magic 21 coins
Bellows 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. Passive 31 coins
Firefly Doll Burn random monsters equal to your mastery charges at the start of each stage, and when your ultimate ability is activated. Passive 30 coins
Pyromancy 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. Passive 22 coins
Salamander Send Flares in all directions from the first cell you open each stage. Passive 9 coins

Disfavor:
None

Toxic Relationship

Mastery:  Poisoner Mastery

Favor:

Item Description Category Cost
Spider Fang The next time a monster is revealed, kill it before you can take damage. Consumable 9 coins
Cobra Totem [50 Mana] Enchant target visible cell, apply Toxic to it: each turn, increase the value by 1. If it's 10 or greater, kill monsters in this quadrant equal to the number of Toxic cells in this quadrant, then reset the value. Magic 40 coins
Jade of Poison [50 Mana] Target cell gains or loses Toxic. Magic 21 coins
Poison Blade [90 Mana] Kill target monster or stranger in 5 turns, applying Toxic to its cell after it dies. Cancel the cast to poison yourself. Magic 29 coins
Nuclear Waste Whenever you lose an item that isn't Poison, gain Poison. Omen 0 coins
Poison Every 60 turns, you lose 1 life. Omen 0 coins
Venomancy When you target a cell with a magic item, it gains Toxic. When you complete a stage, lose 1 max life for each Toxic cell of value 5 or greater. Omen 0 coins
Poisoner Doll Cast Poison Blade a number of times equal to your mastery charges at the start of each stage, and when your ultimate ability is activated. Passive 30 coins
Scorpion Tail Kill all visible living objects at the end of each stage, applying Toxic to their cells. Passive 9 coins

Disfavor:

Item Description Category Cost
Antipoison Destroy all of your status effect omens. For the next 10 turns, you are immune to omens. Consumable 13 coins