Strangers

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Strangers are living Objects that usually want to sell you something.

On death, strangers have a 54.1% chance to not drop anything, a 15.5% chance to drop  Bones, and a 30.4% chance to drop an item from their drop table below.

Normal Strangers

These strangers spawn randomly in stages and from effects that spawn strangers, except in the Metagate.

Nomad

Has one of the following offers:

  • Sells one of the following. The price increases each time you buy it.
  • Buys an item from your inventory. The item will not change if you sell it, but the price will decrease.
  • Trades one of your items for another item with a similar value. Will change to another trade if you accept.

The  Nomadic mod spawns large amounts of Nomads.

Drops:

Item Description Category
Calling Card Spawn a random stranger. If you have at least 50 coins, spawn 3 random strangers instead. Consumable
Coffee Every 10 turns, restore 1 life until you have full life. Consumable
Gift Card Receive a random shop item for free. Consumable
Loan Gain 40 coins. Every 20 turns, spend 10 coins on debt. Consumable
Pennywise For 100 turns, collecting a coin flags a random monster instead of lining your wallet. Consumable
Simple Robe [1 Body Armor] Better than nothing. Consumable
Smoke Bomb Exit the current stage without completing. Consumable
Treasure Pouch Spawn a random number of chests between the stage's minimum and maximum power. Consumable
Wishlist Activate the completion of all of your status effects. The status timers are unaffected. Consumable
Big Wallet Shops have 3 extra items. Legendary
Canteen [100 Mana] Remove all status effects. Magic
Compass [60 Mana] Solve a random cell. Magic
Loudhailer [200 Mana] Spawn random strangers on 0-value cells within target visible 3x3 area. Magic
Shop Key [100 Mana] Spend 5 coins to uncomplete the selected item shop. Magic
Taxes Whenever you spend coins, lose an equal amount of coins. Omen
Bindle Nomads are more common and cost half as much. You may right click a Nomad to refresh his inventory for 3 coins. Passive
Bust Spawners are more common. Strangers are no longer killed when a Spawner breaks. Passive
Capitalism If you spend at least 25 coins in an Item Shop, it remains open. Passive
Charge Coin When you enter an Item Shop, cut the prices in half. Passive
Extra Pocket You may find duplicate items. When you enter a stage, reduce the minimum power by your highest number of duplicates. Passive
Extravagance Gain 3 copies of the next item you consume, then lose this item. Passive
Golden Amulet Doubles your chance to find coins. Passive
Golden Ring Slightly increases your chance to find coins. Passive
Merchant Ring You may sell items at Item Shops Passive
Nomad Medal Stages have an additional Nomad. Passive
Protagonist Doll Spawn legendary items equal to your mastery charges at the start of each stage, and when your ultimate ability is activated. Passive
Shopping Bag Item Shops never run out of items. Passive
Supply and Diamond Whenever you gain a diamond, spawn a Nomad. Passive
Wallet Item Shops have 1 extra item. Passive


Mercenary

Becomes a strong familiar upon purchase.

Drops:

Item Description Category
Calling Card Spawn a random stranger. If you have at least 50 coins, spawn 3 random strangers instead. Consumable
Caltrops Spawn a Sawblade. Until your next mistake, your Sawblades can reveal flagged cells. If the flagged cell was empty, your Sawblade loses 1 lifespan. Consumable
Banner [100 Mana] Spawn a familiar in target empty cell. Magic
Blowpipe [200 Mana] Kill target visible monster. It will drop an item. Magic
Brainwash [60 Mana] Convert all visible monsters to familiars. Magic
Bugle [180 Mana] Spawn familiars on the visible cell or cells with the highest value. Magic
Nunchucks [200 Mana] Reveal target 3x3 area. If the sum of that area is less than the sum of your chain, kill all monsters in that area. Otherwise, you take 3 damage. Magic
Book of Combat Pick up hearts at full life to kill a random monster, revealing it if necessary. Passive
Brotherhood Crest 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. Passive
Commander Doll Spawn familiars equal to your mastery charges at the start of each stage, and when your ultimate ability is activated. Passive
Dagger Kill visible monsters. If the monster is standing on a 3 or greater, this dagger breaks. Passive
Drum of War Whenever you discover a 5 or greater, gain 1 defense. Passive
Mercenary Medal Stages have an additional Mercenary. Passive
Muscle Spawn a strong familiar at the start of each stage. Passive
Punchbag Whenever you finish an item shop, uncomplete the first stage of the quest. Passive
Sword Kill visible monsters. (They deserve it.) Passive
Whip Your familiars move an extra space per turn. Passive


Hungry Plant

Consumes a random item from your inventory. Gives  coins,  souls, mana, or a  Present if fed the specified number of times. Each time it gives you something, the number of times you need to feed it increases.

Drops:

Item Description Category
Apple Restore 1 life. Consumable
Demon Seed Add a random stage mod to the selected stage. Then, gain souls equal to your number of omens. Consumable
Feral Fibers Gain Minions equal to the current stage's minimum power. Consumable
Firm Fibers Gain defense equal to the current stage's minimum power. Consumable
Flower Fibers Gain max life equal to the current stage's minimum power. Consumable
Fruit of Labor After 50 turns without making a mistake, you win the current stage. Consumable
Grapes Gain souls equal to your defense and gain defense equal to your lives, up to a maximum of 5 each. Consumable
Miracle Seed Increase the size of the selected stage. Consumable
Morning Glory Pass 30 turns. Consumable
Spybug Glean all hidden cells near visible cells. Consumable
Bloomberries [200 Mana] Gain 1 max life. Magic
Lotus [200 Mana] Restore lives equal to the value of target numbered cell. Magic
Thornseeker [90 Mana] If target hidden cell has a value of 3 or greater, gain 3 Minions. Magic
Vitality Sprig [60 Mana] Restores 1 life. Magic
Gnarled Branch If you use a magic item, you lose that item. Omen
Happy Little Tree Mistakes have a 75% chance to be considered happy accidents (thereby ignoring 'on mistake' effects). Passive
Herbs Item chests also contain a random potion. Passive
Hungry Plant Medal Stages have an additional Hungry Plant. Passive
Lucky Bamboo Triples your chance to find legendary and divine items. Passive
Lucky Leaf 50% chance to negate damage. Passive
Lumberjack Doll 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. Passive
Mantis When you enter a stage, gain 2 souls for every stage mod. Passive
Mucilage 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. Passive
Peach Heart drops are worth 1 extra life. Passive
Sapling Stages have 1 additional Hungry Plant. Every 50 cells opened without a mistake, gain either a Miracle Seed or a Demon Seed. Passive


Blacksmith

Will craft a random piece of armor of the advertised type (head, body, leg) in 7-15 turns.

Drops:

Item Description Category
Bronze Boots [2 Leg Armor] Basic leg armor. Consumable
Bronze Chestplate [5 Body Armor] Basic body armor. Consumable
Bronze Helmet [3 Head Armor] Basic head armor. Consumable
Forge Hammer Fortify your leftmost armor by 100% of its current durability. Consumable
Heart of Steel Every 50 turns, gain 1 defense if you are not injured. Consumable
Horseshoe You will find twice as much loot until your next mistake. Consumable
Mithril Helmet [10 Head Armor] Strong head armor. Consumable
Steel Boots [4 Leg Armor] Decent leg armor. Consumable
Steel Chestplate [8 Body Armor] Decent body armor. Consumable
Steel Helmet [6 Head Armor] Decent head armor. Consumable
Tongs Unequip and repair all of your armor. Consumable
Welding Mask [2 Head Armor] Every 100 cells opened, equip a random armor. Consumable
Crucible [400 Mana] Automatically discharges when you spend coins. Gain one-tenth of the coins spent as defense, rounded down. Magic
Drill [90 Mana] Enchant target visible cell: each turn, increase this cell's value by 1. If it's 10 or greater, upgrade the loot in this cell or spawn a coin here, then reset the cell value. Magic
Evermetal [300 Mana] Gain 1 defense. Magic
Magic Hammer [500 Mana] Fortify all of your armor by 100% of their current durability. Magic
Mjolnir [150 Mana] Reduce the monster count of all other stages by the value of target numbered cell. If the cell has a monster, kill it. Magic
Blacksmith Medal Stages have an additional Blacksmith. Passive
Book of Defense Pick up hearts at full life to gain defense. Passive
Iron Will Gain 3 defense whenever your armor breaks. Passive
Knight Doll Fortify all of your armor by your mastery charges at the start of each stage, and when your ultimate ability is activated. Passive
Pickaxe Doubles the value of diamonds. Passive
Shield Monsters roll twice for damage and use the weaker result. Passive
Sledgehammer Blacksmiths are more common and cost half as much. You may right click a Blacksmith to purchase armor instantly for double the price. Passive
Steel Golem Every 100 cells you open, gain 1 defense. Passive
Touchstone Coin drops are now worth 1 more, but diamonds are worth 2 less. Passive


Pyro

Fires Flares in one direction, will rotate clockwise for a price.

Drops:

Item Description Category
Burning Boots [2 Leg Armor] Burning cells do not hurt you. Fortify whenever an object is destroyed by Burning. Consumable
Molotov Reveal and apply Burning to random hidden cells until it lands on one without a monster. Consumable
Barbecue [100 Mana] Consume a random meat item to gain a soul. Magic
Bonfire [120 Mana] Burn target sign, then fully heal by passing a number of turns equal to your missing lives, restoring 1 life per turn. Magic
Fireball [100 Mana] Send Flares in all directions from target visible cell. Magic
Ruby of Flame [70 Mana] Target cell gains or loses Burning. Magic
Sun Bomb [200 Mana] Reveal monsters in target 3x3 area. Magic
Torch [150 Mana] Reveal target cell. Magic
Wand of Embers [50 Mana] Burn all visible monsters. Magic
Hot Sauce Lose 1 life when you consume an item. Omen
Firefly Doll Burn random monsters equal to your mastery charges at the start of each stage, and when your ultimate ability is activated. Passive
Friendly Fire Strangers send a Flare in a random direction each turn. Passive
Matchbook Pyros are more common and cost half as much. They will also send flares in the opposite direction. Passive
Pyro Medal Stages have an additional Pyro. Passive
Salamander Send Flares in all directions from the first cell you open each stage. Passive


Waterboy

Shoots a Bubble and rotates every turn, encasing any Object that is hit inside of it. Can be paid to move one space, will not enter undiscovered tiles. The direction that they fire their bubble and also the direction they will move is indicated by a small green arrow.

Drops:

Item Description Category
Fish Cook by removing Burning from target visible cell, then restore 2 lives. Or sell raw at an Item Shop for 10 coins. Consumable
Transmogrify Randomizes your inventory. Consumable
Bubble Rod [300 Mana] Trap all visible objects in bubbles. Magic
Bubble Wrap [500 Mana] Bubble the last item in your inventory, as long as it isn't Bubble Wrap. Magic
Holy Water [150 Mana] Lose a random omen. Magic
Suds [100 Mana] Send Bubbles in all directions from target visible cell. Magic
Bubbler Doll Duplicate random bubbles equal to your mastery charges at the start of each stage, and when your ultimate ability is activated. Passive
Dreamcatcher When you start a stage, your guaranteed objects spawn inside Bubbles. Passive
Drinking Straw Waterboys are more common and cost half as much. You may right click to move them for free. Passive
Fishing Pole Guarantees 1 Wishpool per stage. You may right click a Wishpool to go fishing: reduce its charges by 1, pass a turn, and see what you reel in! Passive
Friendship Ring Slightly increases your chance to find strangers. Passive
Spitwad Strangers send a Bubble in a random direction each turn. Passive
Thought Bubble Your orbs cannot bounce off walls. Every 10 turns, spawn an object inside a bubble. Passive
Waterboy Medal Stages have an additional Waterboy. Passive


Priest

Removes an Omen and removes any negative morality you have.

Drops:

Item Description Category
Clarity Flag a number of monsters equal to the current stage's max power. Consumable
God Potion Gain 1 revive. Consumable
Halo Set your max life to 1. Gain 3 revives. Consumable
Last Supper Gain 1 soul for each consumable item you have. For the next 300 turns, you cannot restore life. Consumable
Quest for Piety After opening 100 cells without making a mistake, destroy all omens. Consumable
Spirit Robe [5 Body Armor] Fortify by 2 whenever you restore life. Consumable
Amber of Healing [50 Mana] Target cell gains or loses Sanctified. Magic
Godly Goblet [200 Mana] Lose a legendary item and gain a revive. Magic
Patron Saint [20 Mana] Spend 5 coins on target stranger and convert it to a strong familiar. Magic
Purify [500 Mana] Remove all stage mods from selected stage. Magic
Chastity Belt You cannot gain max life. Omen
Blessed Clasp Each stage, negate incoming damage until after your first mistake. Passive
Book of Faith You are immune to omens. Destroy this item after 333 turns. Pick up hearts at full life to extend this effect by 50 turns. Passive
Exorcist Doll Lose an omen for every 2 mastery charges at the start of each stage, and when your ultimate ability is activated. Passive
Gospel Priests are more common and cost half as much. They will remove all of your omens at once. Passive
Holy Ring 50% chance to negate the effect of an omen when it triggers. Passive
Justice Juice If you open 10 cells within 10 seconds of gaining an omen, lose the omen. Passive
Priest Medal Stages have an additional Priest. Passive
Rosary If you are missing more than half of your lives when you complete a stage, restore your life to max. Passive
Shoulder Angel Whenever you restore life, spawn a familiar. Your familiars create a Sanctified trail. Passive
Tithing Plate Whenever you spend coins, gain twice the amount in mana. Passive
Transcendence Heart drops become souls. Passive


Bagman

Empowers enemies by up to 3 points, can be bribed to bring down empowerment by 1 each time. Upon reaching 0, further bribes will lower enemy damage by up to 3 points.

The  Baglord boss makes Bagmen more dangerous.

Drops:

Item Description Category
Adrenaline Gain 5 defense. Every 30 turns, lose 1 defense until you have none. Consumable
Bandana [2 Head Armor] Instead of spending coins, reduce the durability of this armor by 1. Consumable
Dire Potion 25% chance to gain a revive. Otherwise, well... you don't want to know. Consumable
Cudgel [30 Mana] Kill target stranger. Magic
Onyx of Agony [70 Mana] Target cell gains or loses Cursed. Magic
Pursecutter [150 Mana] Steal coins from target stranger equal to his or her price. Magic
Thief Bag [20 Mana] 50% chance to steal the selected shop item and make a clean escape. Magic
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
Blackmail When you would gain an item, lose this item instead. Omen
Extortion Lose a random item every 20 turns. Omen
Dagger Kill visible monsters. If the monster is standing on a 3 or greater, this dagger breaks. Passive
Dark Amulet Guarantees 3 additional Dark Hearts per stage. Collect Dark Hearts to restore 3 lives and gain a random omen. Passive
Dirty Soap Orbs explode in a 3x3 area when clicked. Spawn 3 Cankers when you gain this item. Passive
Hook Hand Your guaranteed chests will be Special Chests. Activate Special Chest effects twice. Passive
Rasp Mystic Statues are more common. Statue stages no longer increase difficulty. Passive
Shoulder Devil Whenever you make a mistake, spawn a familiar. Your familiars create a Cursed trail. Passive
Spade Small chance to dig up new loot in cells. Passive
Totem Every 30 cells opened without making a mistake, reduce the stage power by 1. Passive


Elder

Activates your mastery's tier III ability. You do not need to have unlocked or purchased the ability. Their price increases exponentially each time you activate them.

Only spawns if you have a mastery equipped.

Drops:

Item Description Category
Ancient Coin Gain coins equal to the combined value of the visible cells with the highest value. Consumable
Battery Fully charge your mastery. Consumable
Quest for Rest After opening 100 cells without making a mistake, pass 100 turns. Consumable
Time Capsule Lose a random item. After 50 turns, gain 3 copies of that item. Consumable
Abacus [200 Mana] If you have to guess, solve a random cell. Repeat until you no longer have to guess. Magic
Lantern [90 Mana] Glean hidden cells in target 3x3 area. Magic
Timepiece [100 Mana] Cut the duration of your status effects in half. Magic
Cardiac Arrest When you enter a stage, set your max lives to your lives. Omen
Book of Truth Pick up hearts at full life to solve a random cell. Passive
Dentures Elders are more common. You may right click an Elder to charge your mastery instead. Passive
Leftovers Whenever a status effect expires, gain the same status effect. Passive
Monocle Flag 3 monsters whenever you spend coins. Passive
Philosopher's Stone Spend 20 coins instead of taking damage. Passive
Ponderer's Pipe When you complete a stage, gain 1 soul if you took no damage. Passive
Prophet Doll Gain Tokens equal to your mastery charges at the start of each stage, and when your ultimate ability is activated. Passive
Walking Stick At the start of each stage, glean all hidden cells along the perimeter of the stage. Passive
World Wonder Spawn a landmark at the start of each stage and whenever you discover a 5 or greater. Passive


Gambler

Pay him to reveal a random hidden cell. If it was empty he moves there, but if it has a monster he dies and you get all his money. He starts with a small amount of money. Has a chance to randomly lose some held money every few turns. Has a very small chance to randomly win a ton of coins.

Drops:

Item Description Category
Alchemize Transform all of your items into 10 coins each. Consumable
Alcohol Full heal, then gain souls equal to your life. Every 5 turns, you lose 1 life. Consumable
Dice Rerolls the mods on a selected stage, guaranteeing at least one stage mod. Consumable
Drugs Cells generate triple mana for the next 20 turns. Just be careful, ok? Consumable
Loan Gain 40 coins. Every 20 turns, spend 10 coins on debt. Consumable
Quest for Riches After opening 100 cells without making a mistake, gain 50 coins. Consumable
Wager Randomly double your coins or lose them all. Consumable
Ace of Spades [400 Mana] If the sum value of target visible 3x3 area is exactly 21, gain a revive. Magic
Magic Dice [150 Mana] Rerolls the mods on a selected stage, guaranteeing at least one stage mod. Magic
Fool's Gold Coin chests will instead steal your money. Omen
Taxes Whenever you spend coins, lose an equal amount of coins. Omen
Banker Doll Gain 5 coins times your mastery charges at the start of each stage, and when your ultimate ability is activated. Passive
Extra Pocket You may find duplicate items. When you enter a stage, reduce the minimum power by your highest number of duplicates. Passive
Gambler Medal Stages have an additional Gambler. Passive
Gold Digger Items you find will be worth at least 30 coins. Passive
Golden Ring Slightly increases your chance to find coins. Passive
Ironbank When you complete a stage, gain 1 defense for every diamond or chest left behind. Passive
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


Doctor

Heals you for a fee, then charges you another fee when you leave the stage. If you kill or freeze the Doctor before leaving the stage, you won't have to pay the second fee.

If you eat an  Apple, all visible Doctors will flee, and you won't have to pay their second fees.

Drops:

Item Description Category
Health Potion Restores 3 lives. Consumable
Sleeping Powder Pause the stage timer for 5 minutes. Consumable
Super Health Potion Heal to full life. Consumable
Ointment Whenever you discover a 4 or greater, pacify a Canker. If there are no Cankers to pacify, spawn one instead. Legendary
Brain in a Vat [80 Mana] Tells you whether you must make a guess to proceed. Magic
Mortal Root [250 Mana] Set your lives and max lives to the value of target numbered cell. Magic
Surgical Saw [80 Mana] Lose 1 life and spawn a heart on target empty cell. Magic
Bloodbank When you complete a stage, gain 1 max life for every diamond or chest left behind. Passive
Comforter Before entering a stage, remove a random stage mod. Passive
Doctor Medal Stages have an additional Doctor. Passive
First Aid When you enter a stage, restore 1 life each turn until you make a mistake. Passive
Life Amulet Doubles your chance to find hearts. Passive
Life Ring Slightly increases your chance to find lives. Passive
Mana Lung Each turn, gain mana equal to the sum of your chain. Passive
Scalpel Whenever you lose exactly 1 life, lose a random omen. Passive
Stethoscope 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. Passive
Survivor Doll Gain souls equal to your mastery charges at the start of each stage, and when your ultimate ability is activated. Passive


Mage

Uses the effect of a specific targeted magic item on a random location. Then requires you to generate a varying amount of mana before activating him again.

Drops:

Item Description Category
Blueberry Duplicast your magic items, then manalock them for 20 turns. Consumable
Golden Apple Gain 3 souls and lose all of your coins. Consumable
Magical Bean For 1 turn, your targeted items affect the entire column and row of cells. Consumable
Mana Potion Gain 100 mana. Consumable
Quest for Sorcery After opening 100 cells without making a mistake, gain 3 uncharged magic items. Consumable
Super Mana Potion Recharge all of your magic items. Consumable
Wizard Hat [2 Head Armor] Fortify by 1 whenever you use a magic item. Gain 50 mana whenever this takes damage. Consumable
Wizard Robe [3 Body Armor] Fortify by 1 for every 50 mana spent. Consumable
Archmage Sceptre Whenever a heart is collected, duplicast your magic items. Legendary
Magic Bones [100 Mana] Bury Bones. Magic
Arcane Staff The first diamond you collect each turn will fully charge a random magic item. Passive
Aspect of the Owl Every 100 cells you open, fully charge your magic items. Passive
Book of Spells Pick up hearts at full life to gain 100 mana. Passive
Enchanting Rune Magic items will trigger an extra time. Passive
Mage Medal Stages have an additional Mage. Passive
Magic Amulet Cells provide 1 extra mana. Passive
Magic Spoon Whenever you consume an item, gain 50 mana. Passive
Manabank When you complete a stage, gain 100 mana for every diamond or chest left behind. Passive
Talisman Each stage contains 5 Ethereal cells. Passive
Toad 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. Passive
Wizard Bracers Monsters roll extra times for damage equal to your number of charged magic items, and use the weakest result. Passive
Wizard Doll Gain 40 mana times your mastery charges at the start of each stage, and when your ultimate ability is activated. Passive


Scientist

Makes random changes to nearby objects and projectiles.

When a projectile hits a Scientist, the projectile is teleported to a random cell.

You can also pay the Scientist a few coins, which activates one of the following effects on nearby objects and then teleports the Scientist to a random cell:

  • Applies random auras to their cells.
  • Clones them.
  • Explodes them.
  • Recombobulates them (transforms them into different objects).
  • Teleports them to random cells.

Drops:

Item Description Category
Adrenaline Gain 5 defense. Every 30 turns, lose 1 defense until you have none. Consumable
Antipoison Destroy all of your status effect omens. For the next 10 turns, you are immune to omens. Consumable
Drugs Cells generate triple mana for the next 20 turns. Just be careful, ok? Consumable
Elixir Gain between 1 and 3 souls. Consumable
Magic Munchies Gain a soul, plus 1 soul for every 200 mana you have. Consumable
Pipe Bomb Explode target cell. Increase the radius of this item by the number of special stages you have completed. Consumable
Quest for Mythos After opening 100 cells without making a mistake, spawn 3 legendary items. Consumable
Straitjacket [6 Body Armor] You cannot collect loot. Consumable
Time Capsule Lose a random item. After 50 turns, gain 3 copies of that item. Consumable
Transmogrify Randomizes your inventory. Consumable
Abacus [200 Mana] If you have to guess, solve a random cell. Repeat until you no longer have to guess. Magic
Duster [200 Mana] Activate items that would trigger when you discover a cell of a certain value. Magic
Elemental Fuel [90 Mana] Spread all auras to nearby cells. Magic
Library Card [300 Mana] Visit a Library from the overworld. Libraries will have an additional research subject. Magic
Mana Tank [100 Mana] Gain 200 mana. Magic
Metal Detector [300 Mana] While charged, all chests will contain coins. Magic
Mortal Root [250 Mana] Set your lives and max lives to the value of target numbered cell. Magic
Recycle Bin [150 Mana] Enchant target visible cell: increase the value of this cell by 1 each turn. If it's 10 or greater, drop a random item into this cell then reset its value. Magic
Stopwatch [150 Mana] Pass a number of turns equal to the number of counters on your most recent status effect. Magic
Planned Obsolescence Whenever you gain an item, lose it after 101 turns. Omen
Sky Net Whenever you discover a cell of value 5 or greater, destroy a random orb. Omen
Beaker Scientists are more common and cost half as much. You may right click a Scientist to change his effect for 1 coin. Passive
Glasses Gain 10% pathfinding. Lose the same amount if you lose this item. Passive
Magnifying Glass Cell values are visible even when the cell is occupied. Passive
Mind Gut Right-click items with ongoing status effects to consume them and activate their completion. Passive
Nanobot Whenever you lose life, restore that much life after opening 100 cells. Passive
Philosopher's Stone Spend 20 coins instead of taking damage. Passive
Ponderer's Pipe When you complete a stage, gain 1 soul if you took no damage. Passive
Puzzle When you lose this item, gain a random legendary item. Passive
Scientist Medal Stages have an additional Scientist. Passive
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


Scribe

Provides bonuses related to Heirlooms.

Effects:

  • Reactivate heirloom slots (allows the player to gain more than one heirloom in a run).
  • Copy the items from player's first three inventory slots into their heirloom slots (the only way to get a legendary heirloom).
  • Adds 1 to each of the player's heirlooms (the only way to get more than 3 of an heirloom).

Only spawns if you have purchased Crafter I in the Token Shop.

Drops:

Item Description Category
Dark Ink Transform a random omen into a random omen. Consumable
Gift Card Receive a random shop item for free. Consumable
Quest for Commerce After opening 100 cells without making a mistake, spawn 10 strangers. Consumable
Quest for Mythos After opening 100 cells without making a mistake, spawn 3 legendary items. Consumable
Quest for Necrosis After opening 100 cells without making a mistake, fill your inventory with Bones. Consumable
Quest for Pets After opening 100 cells without making a mistake, gain 8 Minions. Consumable
Quest for Piety After opening 100 cells without making a mistake, destroy all omens. Consumable
Quest for Prosperity After opening 100 cells without making a mistake, gain 4 souls. Consumable
Quest for Quests After opening 50 cells without making a mistake, gain 2 Quest items. Consumable
Quest for Rest After opening 100 cells without making a mistake, pass 100 turns. Consumable
Quest for Riches After opening 100 cells without making a mistake, gain 50 coins. Consumable
Quest for Sorcery After opening 100 cells without making a mistake, gain 3 uncharged magic items. Consumable
Quest for Valor After opening 100 cells without making a mistake, gain 3 defense. Consumable
Chisel [100 Mana] Upgrade target loot. Magic
Feather Monster damage is capped to your number of items. Passive
Scholar Doll Gain Quest for Quests for every 2 mastery charges at the start of each stage, and when your ultimate ability is activated. Passive
Truthsayer Quill 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. Passive
Yarn of Life Whenever you create a 5-turn chain of value 2 or greater, gain 1 soul. Passive
Yarn of War Whenever you create a 5-turn chain of value 2 or greater, gain 1 defense. Passive


Special Strangers

These strangers do not normally spawn, so can only be spawned by the effects listed in their descriptions.

Guide

Provides bonuses related to Endless Multiverse. Each Guide can only be activated once, and they must still be alive when you enter the portal for you to get their bonus.

Types:

  • Passive Guide: Lets you keep some of your passive items when entering the next dimension.
  • Consumable Guide: Lets you keep some of your consumable items when entering the next dimension.
  • Magic Guide: Lets you keep some of your magic items when entering the next dimension.
  • Armor Guide: Lets you keep some durability on each of your equipped armors when entering the next dimension. This also prevents you from losing your equipped armor.
  • Life Guide: Lets you keep some of your max life when entering the next dimension.
  • Revive Guide: Lets you keep some of your revives when entering the next dimension.
  • Defense Guide: Lets you keep some of your defense when entering the next dimension.
  • Coin Guide: Lets you keep some of your coins when entering the next dimension.
  • Mastery Guide: Lets you keep some of your mastery charges when entering the next dimension.
  • Mod Guide: Prevents some of the portal mods from activating as you enter the next dimension.
  • Present Guide: Makes you start the next dimension with an extra  Present.

Spawns randomly in the Metagate stage.

Drops:
None

Harbinger

Causes a negative event when the stage ends. Can be bribed with 5-10 coins to leave. Can also be killed or frozen to prevent effect.

Possible prophecies:

Spawned by the  Apocalyptic mod,  Doomcall, and  Doomsteed. Doomsteed spawns harbingers with more powerful effects.

Drops:

Item Description Category
Clarity Flag a number of monsters equal to the current stage's max power. Consumable
Dark Ink Transform a random omen into a random omen. Consumable
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
Warning Sign [100 Mana] Spawn a sign on target visible cell, then move nearby monsters to random hidden cells. Magic
Doomcall When you open half of all empty cells, spawn a Harbinger. Harbingers activate an additional time. Omen
Profane Staff Whenever you collect a diamond, manalock a random magic item for a number of turns equal to its mana cost. Omen
Shadowbind If you lose this item, you also lose 5 lives. Omen
Witch Doll Gain an omen for every 2 mastery charges at the start of each stage, and when you activate your ultimate ability. Omen
Occultic Pendant Whenever a monster would spawn, a stranger spawns instead. Passive
Scythe When you complete a stage, gain 1 soul for each omen you have. Passive


Snowman

Pay 5-10 coins to gain a random positive effect:

Spawned by  Soft Snow.

Drops:

Item Description Category
Alcohol Full heal, then gain souls equal to your life. Every 5 turns, you lose 1 life. Consumable
Fairy Reduce the current stage's max power to its min power. Consumable
Frozen Helmet [3 Head Armor] All Frozen cells are gleaned. Fortify whenever a monster becomes frozen. Consumable
Golden Apple Gain 3 souls and lose all of your coins. Consumable
Miracle Seed Increase the size of the selected stage. Consumable
Present Contains a random non-omen item. Consumable
Soft Snow Transforms into a random "frozen" item. Consumable
Wishlist Activate the completion of all of your status effects. The status timers are unaffected. Consumable
Bag of Tricks [100 Mana] Use random targeted magic effect on target 3x3 area. Do you feel lucky, punk? Magic
Frostbite [50 Mana] Automatically discharges whenever you discover a 4 or greater and freezes 1 to 3 random monsters. Magic
Ice Scraper [50 Mana] If target cell has Frozen, remove the aura, then solve it and all nearby cells. Magic
Marshmallow [50 Mana] Remove Burning from target visible cell. If the cell has a value of 3, transform this item into Toasted Marshmallow. If the cell has a value of 4 or greater, transform this item into Burnt Marshmallow. Magic
Sapphire of Frost [70 Mana] Target cell gains or loses Frozen. Magic
Stocking [150 Mana] If your morality is positive, gain a Present. Otherwise, gain Coal. Magic
Aspect of the Bear Every 100 cells you open, restore your life to max. Passive
Aspect of the Owl Every 100 cells you open, fully charge your magic items. Passive
Blessed Clasp Each stage, negate incoming damage until after your first mistake. Passive
Book of Spells Pick up hearts at full life to gain 100 mana. Passive
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
Friendship Amulet Doubles your chance to find strangers. Passive
Friendship Ring Slightly increases your chance to find strangers. Passive
Rosary If you are missing more than half of your lives when you complete a stage, restore your life to max. Passive


Rabbit

When activated, the Bunny will move to a random cell, leaving behind a random Easter Egg:  Rainbow Egg,  Gray Egg,  Green Egg,  Blue Egg,  Yellow Egg, or  Red Egg. The Bunny will disappear a few seconds after the first time it's activated.

Spawned by  Bunny Doll. Also spawns randomly during the Easter event.

Drops:

Item Description Category
Apple Restore 1 life. Consumable
Bunny Ears [1 Head Armor] When equipped, fortify by your number of Easter eggs. Gain an additional token for every egg you put into an Egg Basket. Consumable
Chocolate 25% chance to gain 50 mana during the next 10 turns. Consumable
Flower Fibers Gain max life equal to the current stage's minimum power. Consumable
Fruit of Labor After 50 turns without making a mistake, you win the current stage. Consumable
Rabbit Foot Every 20 cells opened, reveal a random cell. Legendary
Egg Basket [100 Mana] Lose all of your Easter eggs and gain a Token for each egg lost this way. Magic
Strange Egg [100 Mana] You might gain a Minion. Magic
Blissful Gut Right-click to consume the first item in your inventory and restore 1 life. Passive
Bunny Doll Spawn a Rabbit when your ultimate ability is activated. Passive
Herbs Item chests also contain a random potion. Passive
Life Amulet Doubles your chance to find hearts. Passive
Life Ring Slightly increases your chance to find lives. Passive
Pheromones Every 300 cells opened, gain a copy of an item that you have two or more of. Passive
Sage Stages grant an additional mastery charge. Passive
Sapling Stages have 1 additional Hungry Plant. Every 50 cells opened without a mistake, gain either a Miracle Seed or a Demon Seed. Passive


Mrs. Claus

Gives you an  Elfnip unless you already have one.

Spawns in Igloos during the Christmas event.

Drops:
None

Stranger Related Items

Items that interact with Strangers

Image Name Description Cost
Beach Ball [20 Mana] Throw at target stranger and be prepared to have a radical time, dude! 0 coins
Beggar's Cup Activate all visible strangers for free. 8 coins
Bust Spawners are more common. Strangers are no longer killed when a Spawner breaks. 19 coins
Calling Card Spawn a random stranger. If you have at least 50 coins, spawn 3 random strangers instead. 5 coins
Cudgel [30 Mana] Kill target stranger. 17 coins
Divine Chainsaw [240 Mana] Kill target visible monster or stranger, spawn a number of Sawblades equal to the cell's value, then set the lifespan of your Sawblades to your chain length. 40 coins
Divine Cudgel [60 Mana] Kill strangers and landmarks in target visible 3x3 area. 15 coins
Fossil [50 Mana] Convert target stranger or monster into a landmark. 10 coins
Friendly Fire Strangers send a Flare in a random direction each turn. 15 coins
Friendship Amulet Doubles your chance to find strangers. 35 coins
Friendship Ring Slightly increases your chance to find strangers. 16 coins
Groupie Each turn you click on an empty cell, a random visible stranger relocates to that cell. 0 coins
Guild Bond For 25 seconds, whenever you spend coins on a stranger, gain a soul. 9 coins
Hand of Glory Whenever you leave a stage, steal coins from all visible strangers equal to their price. 36 coins
Handbell [80 Mana] Spawn a random stranger in target empty cell. 12 coins
Loudhailer [200 Mana] Spawn random strangers on 0-value cells within target visible 3x3 area. 28 coins
Lycan Snag Every 20 turns, convert all strangers into monsters. 0 coins
Maniac's Mask [1 Head Armor] Must... kill... strangers... 0 coins
Mark of Exile You will not discover strangers. 0 coins
Medusa Head [400 Mana] Convert all visible strangers into spawners of the same type, then unseal an inventory slot for each stranger converted this way. 19 coins
Merchant Amulet Strangers activate two additional times. 15 coins
Nemes Whenever you spend coins on a stranger, their cell gains Cursed. 17 coins
Occultic Pendant Whenever a monster would spawn, a stranger spawns instead. 18 coins
Parting Gift Whenever a stranger would die, activate his or her effect first. 7 coins
Patron Saint [20 Mana] Spend 5 coins on target stranger and convert it to a strong familiar. 7 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. 29 coins
Puppet Strings Transform all visible strangers into Dolls. 40 coins
Pursecutter [150 Mana] Steal coins from target stranger equal to his or her price. 12 coins
Quest for Commerce After opening 100 cells without making a mistake, spawn 10 strangers. 15 coins
Rewards Card Reduce the prices of Item Shops and strangers by 3 coins. Whenever you spend at least 20 coins, gain a Present. 12 coins
Ripped Pants Whenever you make a mistake, all visible strangers and familiars flee. 0 coins
Santa Boots [3 Leg Armor] Every 40 turns, gain a Present if you just clicked a cell with a value equal to the number of visible strangers wearing santa hats. 0 coins
Santa Hat [1 Head Armor] When equipped, fortify by the number of visible strangers wearing santa hats. Gain an additional token whenever you donate a Present to a stranger. 0 coins
Santa Robe [6 Body Armor] Fortify whenever you donate a Present to a stranger. 0 coins
Silver Platter [100 Mana] Enchant target visible cell: each turn, increase this cell's value by 1. If it's 10 or greater, activate the stranger in this cell for free, then reset the cell value. 35 coins
Spitwad Strangers send a Bubble in a random direction each turn. 15 coins
Tarot Card Convert all loot, landmarks, and strangers into new objects of the same category. 5 coins
Tongue of Dog You cannot interact with strangers. 0 coins
Trust Buster Whenever you spend coins on a stranger, activate all other strangers. 37 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. 33 coins
Viking Helmet [6 Head Armor] Fortify by 2 whenever a stranger dies. 45 coins
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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