Stage Mods

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DemonCrawl stages currently have 93 mods. Each mod has a difficulty value which increases or decreases the frequency of rare loot. Rare loot includes tokens, mega tokens, artifacts, paints, emblems, dark chests, purple diamonds, and oddly, dark hearts (on boss stages.)

Stage Mod Effect Difficulty
 Abstract Gain 2 random mods when you enter this stage. 2
 Aching Whenever you make a mistake, increase the maximum power of all other stages. Every 50 cells you open without making a mistake, decrease the maximum power of all other stages. 1
 Active Passive Items do not work. 1
 Apocalyptic Stage contains Harbingers of the Apocalypse. 2
 Astral Rare loot everywhere!

Notes: +1000% rare loot, to a maximum of +3000%.

0
 Barbed Whenever you take damage, lose defense equal to the stage's minimum power. 1
 Bleeding If you are injured, lose 1 life whenever you discover a 5 or greater. You cannot die to Bleeding. 1
 Blinding Your stats and monster damage are unknown. 1
 Brooding Whenever a monster is revealed, spawn a monster in a hidden cell. 2
 Burning Stage contains Burning cells. Monsters are never in burning cells. 1
 Celestial Gain 1 revive. At the end of the stage, lose lives equal to the max power. Normal heart drops are converted to souls. 1
 Chummy Whenever a monster is revealed, spawn a monster. 1
 Communist You must pay 5 coins to open your inventory.

Notes: This charge applies each time your inventory is opened.

1
 Convulsing Stage power doubles whenever you take damage. 2
 Crooked Whenever a monster is revealed, lose coins equal to the value of the cell it is standing on. 1
 Cryptic Cells with a value of 4 or greater are obscured. 1
 Dangerous Stage power is greater than usual.

Notes: +40-50% stage power.

2
 Dark Poor visibility. 1
 Devouring Lose the first item in your inventory whenever you make a mistake. 1
 Dirty When you leave the stage, take 1 damage for each different type of non-living object. 2
 Disturbing Living objects move towards your cursor. If you hover a living object, you take 1 damage. 2
 Diverse Stage may contain monsters from surrounding stages. Damage rolls are determined by the stage the monster is originally from. 1
 Double You must complete this stage twice. 2
 Dramatic Whenever you discover a 5 or greater, increase the minimum stage power. 1
 Dry No random loot, nor strangers, nor landmarks. After you complete the stage, spawn 3 chests. 1
 Dumb Lose your mastery at the start of the stage. Gain your mastery at the end of the stage. 2
 Educational Stage contains many signs. 3
 Electric Stage contains Electric cells. Twice as potent! 1
 Elemental Stage contains Burning, Frozen and Electric cells. 3
 Evolving When you enter this stage, replace all stage mods with more difficult stage mods.

Notes: The replacement mod has a difficulty of 1 higher than the old mod or 3, whichever is lower.

2
 Explosive Objects have a 25% chance to explode in a 3x3 area when interacted with. Whenever an object blows up, you take 1 damage. 1
 Fake A total of three cells have the wrong values.

Notes: A notification will appear above the cells with fake values.

2
 Feeble Monsters have a 50% chance to flee instead of attacking you. 0
 Fickle Whenever you interact with loot, destroy all other visible loot. 2
 Flawless If you make a mistake, exit the stage without completing and lose a random item. 3
 Forgotten Whenever you chord or directly open a cell, obscure it. 2
 Forsaken Legendary items do not work. Omens activate an additional time. 1
 Frothy When you enter the stage, Bubble all your items. Whenever you pop a bubble, lose 1 life. 1
 Frozen Stage contains frozen cells. Monsters might be trapped inside. 2
 Galvanized Whenever you gain or lose a stat, increase the amount gained or lost by the number of stage mods. 2
 Glacial Stage contains a quadrant of frozen cells. After you open half of all empty cells, remove all auras. 1
 Grim At the start of the stage, gain 3 omens. Whenever you open 20 cells without making a mistake, lose a random omen. 2
 Haunted Gain an omen whenever a monster is revealed. 2
 Hidden Once in a thousand years...

Notes: The stage's monster count is reduced to 1, but can still be increased by other effects.

-4
 Horizontal Stage is twice as wide.

Notes: The stage's monster count is also doubled.

1
 Illusory Whenever you lose life, flag or unflag a number of random cells equal to the life lost. 2
 Immutable You cannot modify this stage's properties. 1
 Judging Take damage if you flag an empty cell. 1
 Large Stage is bigger than usual.

Notes: The length and width of the stage are each increased by 30%, which is +69% to stage size. Monster count is increased by the same 69%.

1
 Lawless Kill a visible living object whenever the sum of your chain is 20 or greater. At the end of the stage, visible living objects attack you for 1 damage each. 2
 Liberated Whenever you lose 3 or more lives from a single source, uncomplete a random stage. 2
 Lofty When you open half of all empty cells, increase the value of all cells by 1 except those with a value of 0. 4
 Mauling Monsters attack an extra time. 2
 Melting Lose a random item after every 30 seconds. 3
 Misty Whenever you make a mistake, the monster relocates to another hidden cell. 1
 Native Monsters may spawn in cells that you open. 1
 Nightmare You cannot flag cells. 4
 Nomadic Nomads everywhere! 0
 Null Monsters deal damage to your max life. 1
 Ominous Gain an omen at the start of the stage. 1
 Overwhelming Monster count is greater than usual.

Notes: +25-35% monster count.

3
 Pagan At the start of the stage, lose up to half your items. The stage has an additional soul for each item lost this way. 1
 Predatory At the end of the stage, each visible monster has a 50% chance of attacking you. 2
 Psychotic Negate mistake damage. Every visible monsters have a 3% chance to attack you each turn. 2
 Rancid Cannot use consumable items. 1
 Righteous Lose 5 morality when you enter the stage. If your morality is negative at the end of the stage, lose all legendary items and gain an omen. If positive, lose all omens and gain a legendary. 1
 Rising At the end of the stage, increase the monster count of all other stages by 2 for each visible monster. 1
 Scrappy Monsters deal extra damage equal to the number of nearby cells that are not solved. 2
 Sealed Whenever you enter this stage, seal 3 inventory slots. 1
 Seismic When you open half of all empty cells, relocate and unflag everything. 2
 Serrated When you enter a stage, spawn 3 Sawblades with 3 lifespan each. Whenever a Sawblade explodes, take 1 damage. 2
 Shiny Currency everywhere!

Notes: Significantly increases coin and diamond drops.

-4
 Silenced Cannot use magic items. 1
 Slippery When you close your inventory, Seal your entire inventory. At the end of the stage, unseal your entire inventory. 2
 Stable 50% chance to negate effects that would modify a cell. 1
 Stronghold Monsters deal extra damage equal to the number of other visible monsters. 1
 Surrounded At the start of the stage, monsters spawn along the perimeter. 1
 Team Whenever you make a mistake, all surrounding cells are revealed and any monsters in those cells attack you for 1 damage each. 1
 Temporal Cannot generate mana from cells. 1
 Timeless Your status effect counters are paused. 1
 Toxic Stage contains toxic cells. 1
 Trusty Solvable without guessing. 0
 Tunnel Stage contains multiple floors.

Notes: Entering a new floor triggers "at the start of the stage" effects again, but not "when you enter the stage" effects.

1
 Unchained If you create a chain of 3 or more turns, take monster damage. 4
 Uncharted Contains unknown number of monsters. 1
 Valhallan Stage contains Sanctified cells with items. At the end of the stage, take damage equal to number of empty sanctified cells. 0
 Vengeful Monsters deal damage before they die. 2
 Vertical Stage is twice as tall.

Notes: The stage's monster count is also doubled.

1
 Vigilant Before opening or chording a cell, nearby visible monsters will attack you. 2
 Viral If you're injured at the start of the stage, duplicate your omens. If you're injured at the end of the stage, the next stage gains Viral. 1
 Wicked When you enter this stage, spawn 5 Cankers. 1
 Windy Gain an item at the start of the stage. Lose two items at the end of the stage. 1
 Withering Lose 1 life each minute. You cannot die to Withering. 2
Image Name Description Cost
Blindfold When you enter a stage, it gains a random stage mod. 0 coins
Chromatic Boots [3 Leg Armor] Every 30 turns, fortify by 1 if you just clicked on a cell with a value equal to the number of stage mods. 19 coins
Chromatic Chestplate [7 Body Armor] When you enter a stage, fortify by the number of stage mods. 55 coins
Chromatic Choker Monsters attack additional times equal to the number of stage mods. 0 coins
Chromatic Helmet [4 Head Armor] Whenever this takes damage, fortify by 1 if there are any stage mods. 27 coins
Comforter Before entering a stage, remove a random stage mod. 9 coins
Demon Seed Add a random stage mod to the selected stage. Then, gain souls equal to your number of omens. 9 coins
Dice Rerolls the mods on a selected stage, guaranteeing at least one stage mod. 5 coins
Divine Demon Seed Add a random stage mod to the selected stage for each of your omens. Then, lose all omens. 5 coins
Divine Mantis When you enter a stage with 3 or more stage mods, gain a revive. 25 coins
Divine Simple Robe [1 Body Armor] Double the durability whenever you complete a stage that has 2 or more stage mods. 7 coins
Earthblock Stage mods cannot be created nor removed. 0 coins
Magic Dice [150 Mana] Rerolls the mods on a selected stage, guaranteeing at least one stage mod. 24 coins
Mantis When you enter a stage, gain 2 souls for every stage mod. 20 coins
Pacifier Replace the stage mods on the selected stage with less difficult stage mods. 36 coins
Purify [500 Mana] Remove all stage mods from selected stage. 50 coins

Changelog

  • v1.94
    • Added Glacial, Chummy, Forgotten, Horizontal, Vertical,
  • v1.92
    • Added Stable
    • Fake nerf: now shows a notification above fake cell values
    • Lofty nerf: "When you open half of all empty cells, increase the value of all cells by 1 except those with a value of 0." (was "Increase the value of all cells by 1, except those with a value of 0. ")
    • Haunted mod stage mod difficulty increased from 1 to 2
    • Educational mod stage mod difficulty increased from 2 to 3
    • Flawless mod stage mod difficulty increased from 2 to 3
    • Overwhelming mod stage mod difficulty increased from 2 to 3
    • Unchained mod stage mod difficulty increased from 3 to 4
  • v1.70 added Galvanized
  • v1.69 Illusory now difficulty 2 instead of 1
  • v1.66 added Righteous
  • v1.64
    • added: Dumb, Lawless, Seismic, Psychotic, Feeble
    • Viral mod rework: "If you're injured at the start of the stage, duplicate your omens. If you're injured at the end of the stage, the next stage gains Viral." (was "At the end of the stage, duplicate all your omens if you are injured.")
  • v1.62 The Fraudulent mod has been renamed to Evolving mod
  • v1.58
    • added Fraudulent
    • Elemental now difficulty 3 instead of 2
    • Unchained now difficulty 3 instead of 2
  • v1.57 added Disturbing
  • v1.55 added: Vigilant, Forsaken and Surrounded
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
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