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DemonCrawl currently lets you choose between 24 different Masteries (classes).


Each Mastery has 3 Tiers which must be unlocked by performing a feat during a Quest. After completing a Mastery's requirement, it becomes available in the Token Shop for 10/20/30 Token.png Tokens. (With the exception of Novice Mastery, costing only 1/2/3.)


With a few exceptions, Masteries are structured as follows:

  • Tier I- A benefit provided from the start of the quest.
  • Tier II - A passive benefit that triggers from time to time.
  • Tier III - An activated ability that must be charged by completing a number of stages.

Image _pageName Tier I Tier II Tier III
Banker Mastery Begin the quest with 10 extra coins. Chests contain double coins. [5 Charges] Double your coins.
Barbarian Mastery If you can't afford a stranger's price, kill him. Whenever a stranger dies, activate Rotting Head. [ 5 Charges] Kill all visible monsters and activate Rotting Head for each.
Bubbler Mastery At the end of each stage, bubble all visible loot on 0-value cells. Whenever you pop a bubble, reveal a number of random nearby cells equal to the value of the cell it was popped in. [4 Charges] Duplicate your bubbles.
Commander Mastery Click a flagged cell to recruit a familiar to a nearby empty empty cell for 3 coins. Whenever a familiar collects loot, perform a unique action based on the type of loot. [2 Charges] Pass 10 turns.
Demolitionist Mastery Each stage has an additional Barrel. You can throw Barrels. Right click to change the direction of a Barrel. Non-living objects destroyed by explosions will explode in a 3x3 area. [4 Charges] Launch 4 Barrels into the stage. These Barrels cannot damage you.
Exorcist Mastery Destroy the first omen you receive. Whenever you lose an omen, gain souls and defense equal to the number of omens you've lost this run. [4 Charges] Destroy a random omen.
Firefly Mastery Burning cells do not hurt you. Each stage has burning cells equal to the number of stage mods plus 1. Whenever you chord a burning cell, shoot a flare in a random direction. [4 Charges] Shoot flares in all directions from visible burning cells.
Guardian Mastery Begin the quest with 1 defense. You are immune to life loss outside of monster damage. [4 Charges] Gain 3 defense.
Hunter Mastery Begin the quest with 3 Minions. Every 60 cells opened without a mistake, gain a Minion. [2 Charges] Reduce the stage power by your number of Minions.
Immortal Mastery Begin the quest with an extra revive and one less max life. When you are revived, double your lives. [6 Charges] Gain a revive.
Knight Mastery Begin the quest wearing [[Simple Robe]]. Your armor cannot break. If you replace an armor, fortify by the durability of the old armor. [3 Charges] Fortify all your armor by the number of armors you are wearing.
Lumberjack Mastery Begin the quest with a Sawblade. Whenever a Sawblade explodes, gain Broken Sawblade. [3 Charges] Set the lifespan of your Sawblades to 1 and reveal a random monster for each lifespan lost this way.
Marksman Mastery The first cell you open each stage does not break your chain. If the sum of your chain is greater than the max stage power, kill monsters before they can deal damage to you. [ 2 Charges] Double the length and value of your chain.
Novice Mastery Reduce your score by half. If you make a mistake on a necessary guess, reduce incoming damage to 1. If you die with 300 or more points, revive and reduce your score to 0. [1 Charge] Focus an area where you can make progress.
Prophet Mastery Increase your XP gain by 25%. You are twice as likely to find items you have never acquired. [5 Charges] Gain between 1 and 5 Tokens.
Protagonist Mastery Whenever you enter the final stage, gain a random legendary item. You may have two legendary items. Gain a mastery charge whenever you gain a legendary item. [5 Charges] Convert all visible chests into legendary items. Whenever you would die, this instead discharges automatically to prevent death.
Scholar Mastery Begin the quest with Quest for Quests. Whenever a status effect is completed, restore 1 life and solve a cell. [5 Charges] Complete all of your status effects.
Snowflake Mastery If there are fewer than 3 frozen cells, click a flagged cell to freeze it. Increase the limit of the above effect by the number of stage mods. [3 Charges] Shatter all frozen cells, causing each to explode in a 3x3 area
Spark Mastery Each stage, one cell with loot gains Electric. Monsters in Electric cells deal half damage. Whenever you collect loot from an Electric cell, apply Electric to cells of the same value in the same column and row. [2 Charges] Apply Electric to all cells between Electric cells, then reveal all Electric cells and kill any living objects within.
Spy Mastery At the start of each stage, glean 10 hidden cells. Whenever you chord a 4 or greater, glean nearby hidden cells. [4 Charges] Glean all hidden cells near gleaned hidden cells.
Survivor Mastery Begin the quest with 1 extra max life. At the end of each stage, gain 1 max life if you are injured. [3 Charges] Solve a number of cells equal to your missing life, then heal to full.
Undertaker Mastery Gain Bones whenever you consume an item that isn't Bones. Your Bones will always be buried in cells of value 1 or greater. [2 Charges] Reveal all cells near Sanctified cells.
Witch Mastery Reduce incoming damage by your number of omens. When you enter a stage, remove a stage mod for each of your omens. [2 Charges] Gain a random omen.
Wizard Mastery The first Item Shop in the quest only contains magic items. Whenever you collect a diamond, duplicast a random magic item. [3 Charges] Charge a random magic item.

Heart.png LivesKnight.png DefenseCoin.png Coins
RevivesInventoryArmor.png ArmorMasteryLevelToken.png TokensSigil
DamageMistakeTurnChordPowerchordGleanChainPathfindingDuplicastExplodeManaManalockStatus EffectMinionFamiliarAuraSealStage ModsScoreGuess
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