Overview
Having a good grasp on which items are worth taking and which are not, is essential and this is the primary goal of the guide.
The Crux of Fate
You’ve been going in circles for a while now, and you finally come across a mimic holding treasures! The choice opens to you: Inner Fury or False Confidence. Which to choose? Such decisions can either make or break your run, and that makes them hold a lot of importance.
Having a good grasp on which items are worth taking and which are not, is essential and this is the primary goal of the guide.
I will be rating each item by tier, explaining each time a bit more in detail my choice. I’m no pro, but since I have over 100 hours of play, hopefully my experience can help make up your own choices.
Reminder that those ratings are purely subjective and by no means are gospel you should follow blindly. This only serves as giving insight on them.
Feel free to comment on points of the guide, I will be improving it over time, and as updates come!
S = Top tier item I’d take over many others.
A = Solid item that is worth taking most of the time.
B = Tricky item that requires specific composition or build, otherwise mediocre.
C = Fodder item that you take if you have a free slot, but never over another item.
BR (Blood Ritual) = So unusable that you don’t want to pick it even with a free slot and a winning build.
Common Rarity Part 1
The starter candle, obtained by default and evenly balanced.
Obtained after dousing the candle, makes it harder to survive but promotes sneaking.
Obtained after lighting the candle, has a lot of survivability. Is the strongest candle due to the ability to choose any common item at the start.
Obtained by unlocking the Diamond Spoon, completely warps how you play the game and item values.
Obtained by reaching floor 12 in Hard, similar to Inverted Candle will warp how you play, although much more items are usable.
A decent item if you have nothing else, but it won’t push you over the edge. Don’t rely on its effect.
Don’t take it in a normal run, it’ll more often than not ruin you.
But… if you were to find it early on, it’s worth a shot for a special build run where you’ll try to sabotage your speed all you can.
A very sturdy item that is hard to say no to. Defense is vital, and this one is free.
A trap that is still a decent item, don’t try to keep the effect active for more than the few first rooms, you’ll lose too much on it. Worth keeping for the high clarity until decently late.
Has potential to be game winning, but requires very specific builds.
Amazing starting bonus, but quickly stops working. Unlike tiara, cannot carry you and takes the same slot.
Compared to Helmet, it’s underwhelming and also gives mostly inconsequential bonuses. Take it only if it’s a free slot.
Negative defense means death.
I wonder what this does?
Can be obtained from killing Sam in Ravaged.
Give it to a frog with Diamond Spoon and Friend of Frog equipped.
Good armor and ability, all for a measly cost of 1 speed, take it any day. The explosion reduction can even turn exploders into weapons for you to poke.
Passable stats, the ability makes slimes a joke. Very strong early on.
A fairly decent item, mostly useful for the clarity boost and the effect, but it’s not worth relying on.
Very close to being A Tier, if you can’t find another freeze item, it’s not that great. If you do, it’s really good with powerful stats.
Fairly well balanced stats all around, not much you wouldn’t want from it. Always a solid starting pick.
Good early hands. Don’t neglect the speed boost.
Good stats that easily outclass other hand slot commons. The effect is both a punishing and rewarding one; you will get compensated if it replaces an item, meaning you become able to buy more easily additional items.
If you play your cards right, it won’t be even noticeable and the natural soul gain will increase significantly. It’s also very good because it spices up the gameplay; take it every time, keep it as long as you can.
The negative defense is a bit prohibitive due to the fairly passive bonuses, although it gives off enough to be sometimes worth taking, but not often.
Another amazing hands slot. The bonus quickly snowballs as you take crossroad/? doors. It’s now a game where you try to always stay low health, just don’t be too greedy.
Don’t take Fairy with it.
The bonus on souls is alluring. The lowered defense means that early on, it will kill you, but the immense advantage provided can be worth the risk.
Really strong, requires to focus on resilience.
Usable.
Usable, effect is rarely relevant.
The guaranteed parry bonus is huge, and can be worth keeping even late game.
You don’t want to lose defense for only this. Very fringe use, although it sometimes can be picked, but be wary of the drawback.
The damage and health boost are great, especially for only 1 clarity. The potion boost counterbalances the already cheap cost, so it’s a first pick very often.
Decent stats, the effect is insanely strong. Valid endgame choice as it makes Viscid Unions and other poisonous threats living piƱatas.
Common Rarity Part 2
Good stats, and a strong ability. Take it any day. Remember to keep track of the attacks to maximize the ability.
Either unusable, or carries an indirect damage build. It steals your kill effects so plan accordingly. Needs to be obtained at the start or it’ll hard to use it effectively.
Well, nothing particularly interesting. Clarity is nice, but not over most of the rest you could find.
Fairly good stats if you have nothing.
Thankfully it doesn’t give any negative stats.
Fringe use if you try to do a cheese build with clarity or chaotic underwear build, otherwise not worth the bother unless you have too much speed.
It’s a trap! The attack and dodge bonus are enticing, but in reality, the lowered defense and health are deadly. You’ll regret taking it unless you get lucky(which isn’t the goal here).
Very solid pick, the stats help your survivability, and the explosion immunity is a huge deal.
Rare are the items that provide stealth chance, and this one breaks the limit. Gamewinner with Tiara.
Good stats and effect.
Great stats that can suddenly make you one shot the weaker enemies and make you a real threat, right from the start! Take it everyday.
The Spoon is obviously S tier, it’s so OP that the best tier is named after itself.
Is upgraded by winning with it.
The stats aren’t that bad, but in comparison to other weapons, it’s weak.
A more defensive version of the Axe, but still as strong, arguably even better. Synergizes extremely well with Scaled Top for a top tier starting build. Close to S tier when you can freeze monsters.
The inherent weakness of poison is that it will always damage after retaliation, which means that if you rely on poison to kill, you will take more hits than usual, making speed not matter. Still very solid with the right build.
One of my favorite common items(totally not because I suggested it), it has a very complex potential. Try to maximize the health gain, then change it later on(or never do and keep gaining max health). You can’t get wrong if you take it, and if it doesn’t work, the drawback is minimal. Very strong synergy with healing items that can keep your health maxed.
The only item that stays S tier regardless of your starting candle!
A literal representation of an all rounder item. It’s good, take it.
Fun at the start, useless later on. God tier with Tiara.
Provides a significant boost, but becomes a liability as you progress, swap asap.
The supreme stat boosting jar. Especially take the +4 stats boosts since only the gained stats are doubled.
It’s a good item, the additional cards can sometimes mean more danger, but also more souls/loot, so don’t underestimate it!
Useful ability, although the jar slot is a very cramped space, so it will often have to be thrown away.
Anything that gives a permanent advantage is invaluable, and even boosting clarity is really good when it’s close to free. Do not underestimate it as a first pick.
The weakest of the stat jars is still a solid pick. If you don’t have a hard time, just take the jar.
A very passive item that might or might not get used, quite terrible unless you have the slot empty. To replace without hesitation.
The item itself isn’t that bad, but since it will be consumed after 3 hits, it barely passes as a scroll. Don’t waste an item pick for it unless you only filled slots/BR tier items.
The stats are fairly mediocre, but the health gain can push you over the edge. Especially useful at the start.
4 speed is a huge deal, especially at common level. It’s better if you have the damage to follow up, but still would take it over a number of items.
You’re trading your damage for a random one, which is practically a nerf unless you have Soul Charger. Consistency is important, and this is the opposite. If you have enough damage it can be useful.
It has the same stats as Crossed Heart, but the stealth chance bonus is big, replace it for Stealth everyday.
Common Rarity Part 3
The meme item in person! It’s unusable, don’t even try it. You’re losing the max health that could be regained before you die from attacking, and the best part? It’s barely 20% to regain 1 health! While usually max health drawbacks can be scoffed at, this one is almost half of your starting life, there’s no use regaining a bit of health if you’re dead by losing some. Every charm is better than that, having no charm is better than that!
Strong but with a severe clarity/curse drawback, if you weren’t going in that direction then it’s perfect.
Really solid stats, take it.
The defensive version of Ferocity, the both can be swapped depending on your build.
Very situational, can be useful and even lifesaving.
The perspective of seeing all the cards is alluring, but in actuality, most of the important card get flipped on their own, and you can see the card backs. The effect is good, but doesn’t justify taking it over any other good charm.
Draining speed is the least interesting stat to drain, since either you hit first, and it doesn’t matter. Or you don’t, and get hit at least once. Fringe usage.
Gets worse as you progress and acquire items, very strong at the start but clarity is a stat that’s good long term, which is the opposite of this.
Simple stats, but the splash damage is a huge deal. You become able to kill weak monsters or weakening strong ones freely, even exploding them safely! Don’t underestimate splash damage.
Do you wish to lose the run? Then just take it.
Real good, the potion pays off the lowered defense with interests.
Good stats, the crit chance is a pretty nice bonus.
Books can’t be BR tier since they don’t have negative stats just for holding them, but it’s close. Never use it without fallback healing, and you might have a fair use of it, until it blows up.
Strong help, can sometimes stopgap huge poison damage. Good all around.
It’s the perfect tool to catch Scroungers, as well as a nice escape plan. But too passive to be really sought after.
Occasional trick. Can trigger exploders safely.
A ridiculously useful spell for the start, dealing 10 damage free of retaliation, allows to set off exploders safely. Nothing you wouldn’t want from it.
Yes it’s bad. It only lasts for one hit, and can’t even guarantee a safe turn due to defense mechanics. The cooldown is the nail in the coffin.
Doing nothing, strangely can be really strong sometimes. Exploders setting off the charge, chasers moving to you, letting poison wear off/damage enemies. It also has a ridiculous synergy with spell items.
Really strong 1 turn death trump. Can be used to prevent any loss of health, regardless of the source.
Close to a joker card to kill or incapacitate a monster, it loses steam once you reach higher levels. The ensnare shouldn’t be underestimated to clear a Reckless room safely.
Due to the scroll’s nature, having the ability to freeze 2 monsters is incredibly strong. It’s often worth keeping above a number of higher tier scrolls, although don’t hold it too long, as scrolls are best when used.
This is a particular scroll, since it’s best not to keep it, instead you should use it instantly because the effect is constant until triggered. The drawback is that it can be burned by having to fight weak monsters like small slimes or rats.
Jars are amazing. Let’s make them doubly so…
Quite fun to use, the low damage makes it not always relevant. Great to get rid of small slimes and finish off monsters for free.
Good spell synergy.
Same as Pierce.
Same as Pierce.
Strong on paper, the fact it will burn all your souls is prohibitive. If you don’t mind losing it all(or would die), then you can often blast the entire room, so it isn’t that bad.
Permanent upgrades are always top tier, this one is frequent enough, and gives the best stat, for a small trade. Use all of the ones you find. Drawback is that you need to use/drop the scroll you hold first.
Can provide souls, maneuverability, but most importantly can summon exploders or a scrounger. A riskier Target Dummy.
Rare Rarity Part 1
Great stats, great ability, and no drawbacks. Yes.
Same as Cover of Darkness, although it depends on which stat you need more.
Fairly good, mind the drawback.
Health gain on kill can easily snowball, very strong all the time.
The drawback is rough, but the defense is good. The ability is crazy strong, and the only reason it’s not an S tier is because the damage doesn’t scale well late game. It can carry your entire build until that point.
What would seem to be a great item holds a dark secret: exploders will be your bane. You become unable to sneak around exploders, and that is a huge deal. The spike damage is a strong bonus other than that, but the death threat is too high to be worth the risk most of the time.
Losing attack, but you gain decent stats, and the freezing ability is really strong. Keep track of it, and the lowered damage will quickly be forgotten.
Stats are eh, fine. Petting the dogs is a gimmick, but it also loses you souls.
The stats are not stellar, but the knockback is a gamechanger. Not always useful, but strong enough, especially exploders. Be mindful of anti synergies like with Hungry Sun.
Fairly good stats, the lowered health can be hard. The effect is barely noticeable, don’t rely on it…
Unlocked through the Well.
It would be A tier, but the hand slot has many mitigated choices, making it stand out as particularly good.
Similar to Giant’s Wrap and Chugging Mask, it has a strong payoff value for long term and due to the impact of the speed stat, once you paid back the drawback it has decent stats.
Attack is rare on a hand slot, making it quite valued.
Decent effect, the drawback stings a bit but is paid off.
Mediocre, the lack of drawback is noticeable for pants.
Interesting ability, the stats can be worth it. The ultimate cheese for Patience.
Fairly even stats, the crit is very strong.
Trash or treasure. If you have many empty slots it’s amazing, if not don’t even bother. Get rid of it after taking it as the drawback is crippling.
It’s worse than the Spike Suit, which is already a poor pick. Don’t bother, Guards is way better and is a lower tier.
Good stats, just not good enough to be a high pick.
Fine stats, the effect can help save up some souls.
Prohibitive stats, and even with that, the item is very strong. Use all the scrolls, get a quick spellbook, and grind your health to infinity and beyond! Bonus points for using Timeless.
Unlocked through the Well.
The stats are bad. It’s just not good, even for the defense. Look at Chestplate and Boots, then cry.
Very strong considering it halves the creature’s power.
Steep drawback, but always ensures you have additional floors to go into. Great for minmaxing.
At least it’s usable.
Fairly decent stats, will net a few souls over time.
Don’t ever think that you can benefit from it, it’s not worth it. Only cases where it becomes great is with Inner Fury or Hungry Sun.
The effect replaces the negative clarity for healing. Can be really strong with other healing items.
This item holds a secret. If you dig a grave with it, you can obtain the Bone Pearls, and just for that reason it would be S tier already. Other than that, the stats are ok, and the 3 treasures are really good. Take it all the time!
Fairly good stats, becomes interesting with soul damage items.
Bit better stats than Spike Suit, still bad due to exploders.
The effect is extremely strong, negates most poison monsters.
Rare Rarity Part 2
RNG the weapon. Don’t rely on it, and try to find another weapon soon.
Good with insidious.
The power is definitively not negligeable. The risk of losing the item is more important than the lost health, and that’s why it’s not an item to take in priority. Interesting with Transcendence.
It’s incentivizing you to take risks, but also lowers your defense. The other issue is that it’s only useful to slightly damage monsters that you wouldn’t want to take out in normal combat, which is either too dangerous, or negligible.
The final nail is that it guarantees you can’t pass exploders safely. All that while negating potential weapon slot items, taking it is asking for death.
Very solid weapon with reach.
One of the best choices for weapons of this tier. The soul damage can ramp up really fast, and the stats are good in themselves.
A potent weapon, more suitable to defensive builds that can survive many fights.
Curse damage has the drawback of not being lethal, not worth breaking your build.
It’s been a while since we had a trap! And this one has great stats, so strong. The ability is a killer, it will always make the situation troublesome, and we don’t need that. Don’t pick it.
The stats are interesting, and the ability makes up for the lost defense. With enough speed, it becomes really strong. Intimidate is not to be underestimated!
I would rate it higher but I have to stay reasonable; the effect is very interesting, but also quite deadly. It’s very situational, if you can master it it becomes a powerful tool, if you don’t pay attention it will kill you.
Try to have it increase attack or defense for the best pay off. Once you traded enough, ditch it asap otherwise you might die from being too strong.
In itself, the stats are horrible. The ability might make it worth it and could compensate the lost health.
The balance on the stats is a bit on the weak side, but the ability makes it interesting enough to consider using it. Don’t expect wonders, but it’s still decent.
An ability that makes you dream, but the stats are bad. Don’t overestimate it…
It’s great but jars have too much better choices.
Pretty good survivability, but because the jar slot is filled with stronger picks, it’s a pretty poor choice. Obviously take it if you’re dying.
Defense is the best stat. +3 permanent defense is insane and you should always take it, even if the other choice is enticing.
Le frogge build.
Prevents any monster/boss to do anything until attacked. Get Transformer and you won’t be able to lose.
To unlock it, you have to obtain the Tiny Crown, Diamond Spoon and Friend of Frog, then speak to a frog.
Same as Ginseng, the only reason you wouldn’t pick it is that you already have Ginseng.
The effect is so situational it’s barely usable.
Fallen from glory, the effect is still very strong, but now it’s a lot more deadly to use. Try to have healing items or explosion synergy otherwise you might find yourself in quite some troubles.
Amazing stats, not S tier since it can kill you. Take only with a potion nearby.
Rarely interesting, maybe if you’re dying.
Good stats and effect. I’m a broken record on stat jars now.
Pretty situational, the shuffle effect can be a bane or a blessing. Be wary of chain explosions. Stats are not horrible.
5 clarity is quite a high number, and if you manage to find Companions rooms, it becomes a good pay off. Fun synergy with Transformer and Hex.
Incredible stats and effect. The drawbacks are a sidenote.
Balanced stats, the effect is too occasional to be worth relying on, especially when it sometimes becomes undesirable. A weaker intimidate.
Rare Rarity Part 3
Really solid(haha) item, good stats and insanely strong effect. Don’t underestimate it, it’s worth keeping above legendaries.
If you have nothing else, maybe? Get something more useful if you can.
Not as strong as poltergeist.
Speed is the one stat being in surplus of barely matters…
Soul damage is absurdly strong.
Strong effect, fair stats, the soul gain can be a major advantage.
The weaker version of Brittle Seed, still fairly decent if you have enough speed.
Weaker than Tigerstone, it can sometimes dish out good damage. But that would require having more than poison 1 to even trigger it, and only matters if the monster you fight wouldn’t die in two normal hits.
Same as Fury Ore, although the defense is more appealing.
Too occasional to be worth relying on. I prefer having spells that do something I can’t do through normal fighting. The splash damage stays a strong tool.
Low cooldown and neuters any monster permanently. Also works on some bosses.
There are much better spells out there. Sometimes useful to punch away explosions.
Provides positioning and souls for the wicked. Also amazing with Friend of Frog.
Can be obtained by defeating the hound mini boss in Companions
It’s a really fun spell, but it’s a bit too random to rely on it. Still pretty decent to change the layout and escape tricky situations.
Quite good, it can be worth trying to get as much gems as possible, but the RNG can be tricky for it. The fact you can still cast the spell without a gem, combined with the low cooldown makes it a really powerful spell synergy item with strong occasional benefits.
A seemingly underwhelming effect, but it’s much stronger than you would think. You often come from a safe card, and the switch trick can help pass the strongest obstacles effortlessly. Bonus points when you switch with a wall.
Can be useful.
Additional stat boosts and souls are the way to win. And this helps by spawning crossroads in normal rooms and shrines in special rooms. It also doubles as an escape plan, a space trick for movement, etc…
Pretty fun on paper, but if you are already facing an exploder, it’ll be a dead scroll. I prefer a scroll that can do something I can’t by myself, and this isn’t it.
Yes.
Only dealing with 1 monster and losing the souls lowers the value of the scroll. Still good when empty handed.
Mass room decimation.
Can be used to recycle costly mimics or gear.
Low damage, but can be interesting when maximized.
It’s hard to explain why it’s so good due to all the potential implications it gives. It’s a safe space to move or retreat, at least a full spellbook recharge if not more, 6 turns of free splash damage and other combat effects, a way to skip turns…
All this at any moment whenever you wish for it. It’s not a plan B, it’s THE plan B.
Epic Rarity Part 1
If you want speed at all costs.
Good offensive stats with a complementary ability.
Decent overall, a bit limited on the spells usage.
The stats are really not appealing, and directly undermine the effect. Interesting for curse synergy, but is it really something you want when you can have other strong items that don’t make you gain less souls/healing/crit.
Powerful ability, great stats, and mostly a slot where it fits perfectly.
Good defensive item that can be lifesaving.
The drawback is huge, but it affects piercing damage. If you can compensate it, you become very resistant to all manners of threats.
A bit of everything but not consequential enough unless really needed.
No effect, but the stats are really solid, especially early on.
Obtained by doing Sam’s quest in Companions
Really strong item, the drawback is part of the effect and that ends up being quite balanced. Better if you have reliable healing.
Above Gluttony in terms of consistency, it’s for a more focused defense build that tanks a lot. You can’t go wrong by taking it.
A great dodge build enabler/payoff.
The stats feel mediocre, and the effect is too situational.
Intimidate is very strong, combined with very solid stats, it’s a no brainer.
Not a particularly stellar hand item, the stats and effects are all mediocre, but there’s always worse.
Amazing stats and ability. With reliable ensnare, it becomes a carry.
Sometimes usable, better with a way to heal back.
Essential if you have splash damage sources, otherwise it’s not good. Can be worth taking the gamble.
Great stats, the effect is negligible but interesting with Shadowstep since the stats stay until a failed stealth. A boon for the legs slot with so few great options.
Does it also make my bed and prepare coffee? Seems like it.
Brutality with no cost, smash em good.
Decent survivability, though not a fan of randomness.
Fairly even stats, and a strong ability that is always reliable when it proves unreliable.
It is incredibly strong, and provides so much benefits that the lower speed is barely noticeable. Now you can freeze enemies on missed sneak, freeze them in combat, stop double attacks…
Insane stats, no drawback, oh, and the ability is crazy good too.
Weak stats for the rarity, the ability is deadly against exploders. Clearly the weakest epic shield.
Even though poison weapons are always iffy, the amount applied here is too high to disregard.
A great payoff for spells, the damage can make the difference although be careful with exploders. Good stats as well.
If it weren’t for the stats, it would be ranked lower. The swapping ability proves to become a nuisance when tied to combat, and loses all tactical value.
What you’d usually want to swap away is something you don’t want to fight, and when progressing it forces you to pass the card in your ‘back’ each time.
It looks great, but you lose souls from it. Has amazing synergies with frog related items.
Epic Rarity Part 2
The stats are fair enough. The ability can be worth it. If you’re used to dealing with ranged monsters, it won’t feel as useful as some other masks, but it’s still a decent one.
Not bad. Good soul harvester.
It’s pretty strong, but in general, if you attack frozen enemies, you already won. Good item, but not as useful as it seems.
Good stats, the effect is huge the earlier you get it. It becomes near useless near the end. S tier if you can get it before room 7.
The effect feels very situational, and most of the time not that useful as you might want to clear a room first anyway. It does prevent bad starts in new rooms, so I guess that’s a plus.
This is a hard one, and the most vicious traps of all. The stats are not good, but the ability? It sells us a dream. Sadly, it rarely worth the setup, you need to have high poison to even make it relevant. What shouldn’t be forgotten is that the poison you have is often damage you would deal directly with stronger items. It is very fun with Suffocate.
A rock solid sadistic will.
Perfect swap for late game, get all dem souls.
Great when you don’t have other jars. Too unreliable to be worth keeping over them.
Surprised? Or not. Even with all the praise I gave earlier stat jars, this one is a pretty bad value/risk ratio. It gives barely 2 more attack than Tasty Beans, and has a really huge drawback. More often than not, it’s not worth risking your run for it. Really dangerous to fight giant slimes with it, that could kill you.
Do take it if you can already get back to full health. Is absurdly amazing with Replenish.
This was a common once, and yet even as an Epic it’s amazing.
It’s fairly good, although usually it’s better to get a stronger necklace that just won’t make you die. If you died once, what’s stopping you to do it again with less defense. Works as a nice assurance.
Now we’re talking, great stats, and a ridiculously great ability. The chance to skip past a monster is only called after the sneak, which means that it’s more than just a 60% chance to pass a monster safely.
Good stats, Intimidate, often a straight upgrade from lower rarity necklaces as well.
Very strong offensive charm. Intimidate is still as good.
This is a gambling charm. You know how much I don’t like relying on random chances.
It’s a lot of health.
From best to worst. The fact it doesn’t activate unless the monster is already under 25% health narrows its activation range a lot.
Exploders and weak enemies who die in one hit will never get frozen, which was the main use for it.
Now that the effect is near useless, the stats become really prohibitive.
Solid stats, the ability doubles as a drawback and an advantage. Exploding monsters can be handy to trim enemy ranks, and it’s even better with abilities like Hungry Sun or knockback.
The effect is very situational, although it can be useful. The stats make it worth it on their own.
Similar to Bright Jewel.
Rarely seen stats, it’s very good. The drawback is quite punishing in return, but that’s a choice to make. Supremely good with Siphon Gem.
It’s nice, nothing more.
I don’t think I need to explain why this is busted.
Epic Rarity Part 3
Does nothing, unless you have petrify items, then it becomes great.
The scroll version is already worth an S tier, so a renewable version… You can even hit the frozen monsters safely to refill a bit the charge.
Poison spellbooks have a tendency to rank higher than their item conterparts, most likely due to their proactive nature that doesn’t imply getting hit in return. And this one deals a pretty crazy amount of damage for free, every 2 turns, it’s insane.
You need to wait for your turn to use this, so it will always be lower. Considering how situational it is, and requires hurting yourself, it’s a miracle it’s not BR.
Instantly pushes threats away, as well as giving a chance to spring back if you’re low on health.
Fairly decent, the damage might feel too low when the monsters ramp up in strength.
Frogs! Fun factor is high, and high clarity means you summon a lot of them. Great with Friend of Frog.
Often means a free legendary or epic, allows spare souls for rerolls as well.
You like items? You want more items? But you don’t want to remove your previous items? I got you covered!
The only “downside” is that you don’t keep the effect, but choosing means you will never be disappointed and you even get souls back.
Holds an enormous potential, but losing out on the abilities will be a huge hit to your build. It allows gaining an absurd amount of stats if you can suit up again after it. One of my sleeper items, but it’s not always good to use.
It’s strong, it’s very strong. And the later you are, the stronger it can snowball through clarity gains. You just gain so much with it, even 2 or 3 stats is a good deal.
Not amazing, but it works on bosses.
Legendary Rarity Part 1
Ok stats, the effect is good when you can actually trigger it.
Decent stats and effect, sadly prevents chain explosions.
The effect is extremely strong, especially because clarity is a stat you will often have high numbers of. The damage also goes through defense, and the stats compliment the effect well.
Unlocked through the Well.
Become a slaughter machine. Bonus points with Battering Shield, Flail or Void Portal.
Free damage everyone? I don’t think I need to elaborate too much, this item is really good. Wreck tough monsters by slaughtering the weaker ones first.
Crippling stats, but well worth it. Gets worse the further you find it. Avoid if you need to rely on your chest item.
Great stats, great ability.
Fair stats, and a chance to negate monsters in combat.
Alas, poor legendary. It might have the same stats as Focus, but the difference is that the effect isn’t as useful. You will gain defense over some turns, and then reset because you’ll be moving around. The gain is too conditional to matter and you still need to lose health to activate it.
This item is in a bit of a tricky place, as it boosts your current defense, but it also takes the slot that gives the most defense. The high health helps a fair bit, and makes it a strong tank item, but it might not be that good depending on your build.
Great survivability, losing the defense is easily compensated with the rest and potion making.
Surely you don’t need me to tell you why this is S tier.
Yes, yes, yes. Triple yes! Note that the monster you don’t target will not retaliate.
Good value and interesting mobility. Also reduces the amount of threats.
Good stats, the effect is terrific. Choose your tools to victory.
The stats are strong, but the defense is prohibitive. Can be very strong in the right composition.
Incredible potential. Requires healing otherwise it might become troublesome.
Doubling the stat is insane and will grossly increase your soul gain, plus everything related.
A weaker version of Focus, but for petrify. The lowered damage hurts quite a bit, although health is higher than clarity so the damage is compensated.
Incredible stats and effect. It prevents danger after getting hit a single time, really strong stopgap to anything. Combined with Glacier, no matter the outcome the monsters will be frozen.
Stomping everything to death, that’s what this does. Splash damage is invaluable, and does ravages. A more offensive option from Freezing Aura.
Overkill is now even more overkill. Embrace the power!
At worst it has great stats, at best… it’s the first item you find after using transcendence.
Rarely relevant.
There is nothing more aggressive than this. Perfect with Maniacal.
Unlocked through the Well.
Infinitely growing attack, what could go wrong? Requires a fast spell to counter the steep drawback.
Both enabler and payoff for transform. And what a payoff!
It’s an underwhelming weapon, and can be replaced very easily. The teleportation can end up being more of a nuisance, and isn’t reliable for exploders. It’s a fun one with splash damage.
Amazing stats item. Perfect to soul craft, few weapons are better.
Obtained by completing the quest in Separation
Why would you want to lose offensive abilities and make it a pain to fight monsters?
Famous for being very strong. Important note that you can kill yourself if you aren’t careful with spinebacks or exploders. Other than that, just dance and slaughter!
Splash damage is strong, get more splash damage and add great stats on it. Splash refers to the blood on your face.
The risk-free version of Polearm, with a different gimmick. Just hack everything in your way, none shall stand! I have a tendency to prefer it.
Legendary Rarity Part 2
It feels a bit dwarfed by the other legendary masks, but it’s still quite great. Very good enabler/payoff for a dodge build.
If clarity isn’t your focus, take it. Don’t underestimate the loss of soul gain and healing, but the stats are pretty hefty.
A very good item that enables first strike, boosts critical chance, and then triples the damage from crits? This is hard to say no.
Yes.
Not as broken as before, it’s still a strong item, only used in different situations. Very strong with healing abilities, although you need to actually lose health for it to do anything.
It won’t do much by itself, but as soon as you get ways to damage more enemies than the one you attacked, it starts cleaning up fast. Gets really strong with ways to damage all the room. Higher clarity for absurd damage.
Grind all the monsters. Get it, get OP. Juicy stat boosts. Can only be obtained if you dug a grave with the Shovel.
Once again a powerhouse. You might need to trade defense to pick it, but it’s so consistently strong that it won’t matter. Can only be found in Sacrifice Shrines.
When splash damage becomes too strong. Mind what you potentially destroy and if needed sneak a bit first.
The drawback is quite punishing, and works actively against the effect. Once it’s active, it’s obviously ridiculously strong and as such the price is needed. Because of this, not every build will want it, but it’s still a very solid item.
The only regret is the weak stats, but considering you get so much damage in return, it’s not that big of a deal.
Can be annoying, notably for bosses. Really useful for exploders. Prevents fighting back, riskless polearm.
Good stats, but at this level, it’s not everything. The effect is very powerful, but also not that useful when you’re already fully stacked. It’s an incredibly good pick after using Transcendence.
Amazing choice, the stats are strong, and the ability as well.
Allows a free hit each time. Doesn’t mesh too well with splash damage.
There is no better gem than this. Just… take it. Can only be obtained from the Denial Shrines.
Can be useful now that you have several transform payoffs.
While it doesn’t kill, it can deal a huge amount of damage and doesn’t cost souls. Stupidly strong with spell payoffs since it often deals the finishing blow right after.
Very strong through repeated uses, be wary of running out of souls during boss fights.
Can be really strong, or not, but rarely isn’t useful. Being risk-free is a huge advantage.
This isn’t even my final form! The meme is real, and it’s good. If there’s one scroll you should carry around, it’s this one.
A room wide swipe, very solid, although most beefy enemies won’t pay much attention to it. Gets worse as you go in the very late areas. Less interesting to keep compared to more impacting spells. Fun with Sadistic Will.