recursal/Fanatic-Fandom huggingface dataset:
Charming Claws

The Charming Claws are a Rare-tier item that is equipped in the Feet slot.

While equipped, the Charming Claws will cause your first re-roll on each Mimic and Corpse to be free.

## Strategy

The further you get into a run, the better the Charming Claws get as higher rarity Mimics cost more to re-roll.

In addition, the Charming Claws become *incredibly powerful* if playing with the Glow Stone light as the Claws' effect will remove the  Health cost for the first re-roll; combined with the Glow Stone's chance to re-roll items into a higher tier, it can easily provide stronger equipment without the usual Health cost.

## Notes

* After using the free re-roll, the price will scale as normal based on the rarity of the Mimic.
Dark Stone

The Dark Stone is a starting Light, and is unlocked by completing the Dark Ending on any difficulty.

The Dark Stone starts you off with 40%  Stealth Chance and a Barrier scroll, but you also start with 2 less  Speed from the start.

## Strategy

The reduced  Speed stat makes combat harder in the beginning, but the increased  Stealth Chance and the free Barrier Scroll make it better for sneaking past enemies and avoiding damage.
Ravaged

Ravaged is one of the possible Paths that can appear in a dungeon floor.

## Mechanics

Ravaged features a number of Common and Rare-tier Corpses that the player can take.

Most notably, however, is the presence of Sam; in this room, Sam will be heavily damaged and will tell you to leave him be. If the player kills him, he will drop the Tiny Crown.

## Notes

* Ravaged will only appear in the later parts of the Ring (Floors 9-15).
* Ravaged is one of the only ways to get Common and Rare-Tier items this far into a run.
* The Tiny Crown can only be found by killing Sam in the Ravaged room.
	+ Note that the Tiny Crown will *not* drop when killing Sam in the Companions room.

## Dialogue

Spoken by Sam
 "..."
Potion Vial

The Potion Vial is a Rare-tier item that is equipped in the Necklace Slot.

When equipped, the Potion Vial will fully  restore the player's Health.

## Notes

* Uniquely, the Potion Vial has a Use tied to its effect.
	+ Destroying the Potion Vial and finding another one will still fully heal you.
	+ The only thing this affects is its interaction with Viscid Unions; if a Viscid Union takes the Potion Vial, the player will not get the full  heal from re-equipping it.
Boots

The Boots are a Common-tier item that is equipped in the Feet slot.

While equipped, the Boots will inflict  Freeze when attacking every 6 attacks.

## Strategy

The Boots are likely one of the first  Freezing items you'll discover in the Ring. Learn to plan your attacks with the guaranteed Freeze in mind to maximize its effect.

## Synergy

* Blizzard, Cold Blooded, Cryokinesis, Freeze, Freezing Aura, Frost Root, Glacier, Hermit's Tiara, Icy Touch, Seeing Double, Tipping Point, Turbulence, Volatile Crystals: Other items that can Freeze creatures.
* Chilled Crystal, Frostbite, Ice Breaker, Scale Top, Shatter: Items that benefit from Freezing or interacting with Frozen creatures.
Replenish

Replenish is a Common-tier item equipped in the Scroll slot.

When used, Replenish will add three uses to any equipped Jar you have.

## Notes

* Replenish will not activate if the player:
	+ Doesn't have a Jar equipped **or**
	+ If the equipped Jar item does *not* have Uses tied to its effect (such as the Backpack or the Creepy Doll).
Crossroads

Crossroads is one of the possible Paths that can appear in a dungeon floor.

## Mechanics

Crossroads will present 2 or 3 other Alternate Paths for the player to take. In addition, an ordinary exit is available that will take players to the next floor.

## Notes

* It is possible for two Companions Paths to appear within Crossroads.
	+ This is because there are *technically* two different versions of Companions; one with the free Potions and one that features Sam and his quest.
* The player can create a Crossroads path by using the Create Exit scroll.
	+ This will only work on regular dungeon floors; attempting to use it on Alternate Paths will only create exits to Alt. Paths that don't allow for the creation of extra exits (primarily safe Paths like Shrines).
Friend of Frog

Friend of Frog is a Rare-tier item that is equipped in the Charm slot.

While equipped, Friend of Frog allows you to befriend Froggies, gaining +1  Max Health. To befriend them, simply click on the Froggies' cards (as if you were attacking them normally).

## Strategy

Friend of Frog allows you to gain increased  Max Health by finding Companion paths with Froggies; if you can't find Companion rooms in your run, you can also summon or create Froggies with items such as Hex and Frog Ritual.

## Synergy

* Hex, Frog Ritual, Heart Power: Can summon or create Froggies.

## Notes

Friend of Frog is one of three items needed to unlock Pocket Frogs.
Parting Gift

## Special Effect

### Effect

On successful Stealth, spawn a self-destructing Firebead which will explode for 30 damage

The Parting Gift is a Legendary-tier item that is equipped in the Arms slot.

When equipped, successfully  sneaking past a creature will leave behind a Firebead that will  Explode for 30 damage after 3 turns or on death.

## Strategy

The Parting Gift's Firebeads will take out all but the strongest enemies in the game as long as you can stealth past your foes. However, be careful to not to blow yourself up from potential friendly fire; the summoned Firebeads will explode after three turns or when slain.

## Synergy

* Fire Dance: Can triple the explosion damage dealt to enemies.
* Hungry Sun: Heal off of the Parting Gift's explosions instead of taking damage.
* Fire Frenzy: Shuffles the dungeon when an explosion occurs.
Nightmare Walker

## Special Effect

### Effect

On equip, for every negative point of Clarity this item gains +1 to a random other stat

Nightmare Walker is a Legendary-tier item that is equipped in the Mask slot.

When equipped, Nightmare Walker will gain random non-Clarity stats that total to the amount of negative  Clarity the player has when equipped.

## Strategy

Nightmare Walker is basically the perfect end-game stat boost for a negative  Clarity build; allowing you to gain a *massive* boost of stats for dropping your Clarity into the pits.

Since the stats apply to the item itself, you can also *keep* the stats if you manage to find an item that can destroy items for stats or the Wishing Well.

## Synergy

* Darkened Blade, Dealer's Hood, Gambler's Reward, Grim Seal, Nefarious, Tainted Cleaver: Other items that benefit from negative Clarity.

## Notes

* Note that the amount of stats that the Nightmare Walker gains is based on the amount of  Clarity the player has *before* equipping the Nightmare Walker, meaning its own negative Clarity value isn't counted when equipping the mask.
Carapace

## Special Effect

### Effect

On equip, +1 Attack +1 Health for each item in your most equipped set. -2 Clarity for other items

Carapace is a Legendary-tier item that is equipped in the Head slot.

When equipped, Carapace grants +1  Health and +1  Attack for each equipped item in whatever item set the player has the most items equipped. In addition, the player will lose -2  Clarity for every other item *not* part of the item set that the player has the most items equipped.

## Notes

* The stats from Carapace's effect are given to the player rather than being tied to the item itself.
* If Carapace is taken by a Viscid Union, its effect will activate again when re-obtained.
Poison Transfer

Poison Transfer is an Epic-tier item that is equipped in the Spellbook slot.

When used, Poison Transfer allows you to transfer any stacks of  Poison on you to another creature for an equal amount.

## Strategy

Poison Transfer is a very risky take, as you *yourself* need to be  Poisoned to be able to make use of it. It's much better for being able to cure yourself of Poison at will than it is for actually inflicting Poison to enemies.

## Synergy

* Cure, Porous Shell, Slime Cells, Toxic Lump, Wading Rags, Venom Guard: Other items that protect against or benefit from Poison stacks on the player.
* Poison Fiend: Caps the amount of damage the player can take from Poison stacks.
* Time Rift: Allows you to prevent damage from Poison stacks, while also not reducing the amount of Poison stacks on the player.
Choker

The Choker is a Legendary-tier item that is equipped in the Necklace slot.

While equipped, the Choker will grant a temporary +2  Attack with each attack; this buff can stack indefinitely until the player performs an action that isn't attacking.

## Acquisition

This item cannot be acquired by normal means; the only way to obtain it is by sacrificing Health through the Shrine of Sacrifice; other items may appear beforehand, but the Shrine will become unusable once the Choker appears.

## Strategy

Along with providing significant  Attack and  Speed stats, consecutive attacks will provide continual boosts to your Attack stat. After not attacking for one turn, all acquired Attack boosts from this effect will be lost.
Life Store

Life Store is a Rare-tier item that is equipped in the Spellbook slot.

Whenever you kill a creature, Life Store's Healing effect is increased by +1. When used, Life Store restores 1  Health when used plus any additional healing gained from killed creatures. The increased  healing is reset whenever Life Store is used.

## Notes

* Life Store's  healing effect does not increase when a creature is killed through indirect means ( Poison, another creature's effect, etc.)
	+ Only direct kills via melee attacks will increase Life Store's healing effect.
* There is no upper limit as to how much Life Store can  heal with its effect.
Brute

Brute is a descriptor for items that refers to one of four item sets. All items belong to a set and are paired together when obtaining an item via Treasure.

The Brute set are items characterized by directly increasing stats, providing various effects, and generally increasing direct combat ability. See Items for in-depth information on each item and descriptions.
Chilled Crystal

The Chilled Crystal is a Rare-tier item that is equipped in the Gem slot.

While equipped, your attacks will deal +3 extra damage to any creatures that are  Frozen.

## Synergy

* Boots, Blizzard, Cold Blooded, Cryokinesis, Freeze, Freezing Aura, Frost Root, Glacier, Hermit's Tiara, Icy Touch, Seeing Double, Tipping Point, Turbulence, Volatile Crystals: Items that can Freeze creatures
* Frostbite, Ice Breaker, Scale Top, Shatter: Other items that benefit from Freezing or interacting with Frozen creatures.
Potion

Potions are the primary healing items that can be found in the Ring.

Potions can appear in Small or Large variants, restoring 3 and 10 Health respectively. In addition, Potions can spawn Cursed which have a chance at harming you based on your Curse Resistance.

The total amount of healing restored by Potions is increased by your Clarity; the higher your Clarity, the more Health that Potions will heal.

## Notes

* Clarity will increase the amount of Health that *all* Potions restore; for every 2 or 3 Clarity, you gain +1 Health from Potions.
	+ Unlike most Stats, negative Clarity will *not* reduce the amount of Health that Potions restore beneath their default values.
Brittle Seed

The Brittle Seed is a Rare-tier item that is equipped in the Gem slot.

While equipped, your attacks will reduce the target creature's  Defense by -3 with every attack.

## Strategy

There is no limit to how low an enemy's  Defense can be reduced, and since negative Defense will actually increase the damage taken, continuous attacks can actually *increase* the damage that enemies take. This item is also useful against enemies that naturally possess high Defense stats, such as Whisperers and Phase Fiends.

## Notes

* The  Defense reduction from Brittle Seed's effect can stack indefinitely.
Masochist

Masochist is a Rare-tier item that is equipped in the Mask slot.

While equipped, Masochist will cause  Curse Damage to *heal* the player instead of damage them.

## Strategy

Masochist lets you turn what is usually a negative outcome into a positive by allowing you to heal from any  Curse damage you suffer. This also makes it a great item to find mid-game if you have negative  Clarity or are wearing other items that would greatly reduce your  Curse Resistance.

## Notes

* Masochist prevents the Haunted necklace's effect from activating because Masochist converts the  Curse damage into healing.
	+ However, the Soul Glass' effect will still work even with Masochist equipped.
Curse

Curse is a mechanic that gives certain cards a chance to harm the player when used, giving a risk to otherwise helpful cards.

## Curse

Occasionally, Stat Boosts and Potions will be Cursed. When used, these cards have a chance to damage the player instead of their usual function. The chance of being harmed by a Cursed item is determined by the player's Curse Resistance.

* Curse damage is primarily dealt by Cursed Potions and Stat Boosts, but can also be dealt by Graves inside of Burial Grounds.
* Curse damage cannot *kill*, meaning that there is no risk to attempting to take a Cursed card when the player's  Health is at 1.
	+ This also applies to creatures; meaning items whose effects deal Curse damage are incapable of killing creatures.

## Curse Resistance

Curse Resistance is the player's chance of being harmed when using a Cursed card. When hovering over a Cursed card, the player's Health Bar will show the player's chance of resisting the curse damage. Curse Resistance is primarily affected by the  Clarity stat, but can also be influenced by a number of equipped items.

* By default, the player starts with 50% Curse Resistance at 0  Clarity.
* For every point of Clarity, the player will gain an additional +1% Curse Resistance.
	+ Likewise, negative Clarity will reduce the player's Curse Resistance at -1% per point.
* Curse Resistance maxes out at 100%, guaranteeing that all Cursed cards can be used safely.
	+ Curse Resistance can also bottom out to 0%, guaranteeing that all Cursed cards will harm the player.
Brittle Wreath

The Brittle Wreath is an Epic-tier item that is equipped in the Head slot.

While equipped, the Brittle Wreath will deal 6  Petrify damage when using a spell that targets a creature.

## Strategy

Unlike the somewhat similar Soul Charger, the Brittle Wreath only affects single-target Spells. However, these Spells do *not* have to innately inflict Petrify to activate the Wreath's effect.

Brittle Wreath's effect will stack with the  Petrify inflicted by using Stone Scream, making it much easier to power up.

## Synergy

* Bindings, Tome of Stillness, Setting Grasp, Sculptor, Stone Caller, Feed, Ascension, Crushing Concoction, Crushing Dash: Other items that inflict or benefit from the Petrify status.
Dark Pact

The Dark Pact is a Legendary-tier item that is equipped in the Gem slot.

While equipped, the Dark Pact gives your attacks a 40% chance to  Transform creatures into a weaker form.

## Synergy

* Dark Defiance, Hex, Touch of Chaos, Transformer: Other items that can transform creatures
* Changeling Crown, Goblet, Soul Raiser: Items that benefit from Transform effects
* Hunter's Formula, Mimicry Formula: Items that can affect the outcome of the Transform effect

## Notes

* Note that the weapon's effects doesn't specifically devolve an entity into a weaker form of itself - i.e. a Large Spineback into a regular Spineback - but will  Transform it into creatures that appear in earlier dungeon floors.
Cursed Wand

The Cursed Wand is a Rare-tier item that is equipped in the Weapons slot.

While equipped, the Cursed Wand will alternate between dealing 10 Damage to a random enemy or restoring 20  Health to a random enemy.

## Strategy

Since the random  Healing can target an enemy that is already at full health, and the alternating between healing and damage-dealing (giving some control over the effect), The Cursed Wand can be surprisingly effective.

However, the effect can become problematic if there is only one remaining enemy in the dungeon or the enemy can outlast the damage; without a secondary source of damage to compensate for the  Healing effect, it may become much harder if not impossible to kill a desired target.

## Notes

* The random Damage &  Healing can target the creature that is currently being attacked.
* The random  Healing can target any creature, even if that creature is not missing any health.
Dark Defiance

Dark Defiance is a Rare-tier item that is equipped in the Masks slot.

While equipped, Dark Defiance gives your attacks a 60% chance to  Transform other creatures in the dungeon into stronger creatures.

## Synergy

* Dark Pact, Hex, Touch of Chaos, Transformer: Other items that can Transform creatures
* Changeling Crown, Goblet, Soul Raiser: Items that benefit from Transform effects
* Hunter's Formula, Mimicry Formula: Items that can affect the outcome of the Transform effect

## Notes

* Note that the weapon's effects doesn't specifically evolve an entity into a stronger form of itself - i.e. a regular Spineback into a Large Spineback - but will  Transform it into creatures that appear in later dungeon floors.
* Dark Defiance will *not*  Transform the creature you are attacking, even if it is the only creature remaining on the floor.
Dual Wield

Dual Wield is a Legendary-tier item that is equipped in the Arms slot.

While equipped, the Dual Wield causes both front cards to be targeted & struck when attacking.

## Strategy

When attacking with the Dual Wield's effect, the player will only be attacked by the card that they select. This means that you can attack a card that poses a greater threat (such as higher  Attack or  Speed,  Thorns,  Poison, etc.) by focusing on a less dangerous card.

## Notes

* If you are also equipped with the Flail, both targets will be attacked twice.
* On-Hit effects will be applied to both enemies that the Dual Wield targets.
Gilded Chestplate

The Gilded Chestplate is a Legendary-tier item that is equipped in the Body slot.

While equipped, the Gilded Chestplate halves all damage taken from  Explosions.

## Strategy

The Gilded Chestplate is an excellent defensive end-game option, especially if you're using items like the Polearm or the Dual Wield where you might accidentally destroy a Roaming Firebead.

## Notes

* The Gilded Chestplate will half the *healing* received if you're wearing the Hungry Sun.
Channelling Kilt

The Channelling Kilt is a Legendary-tier item that is equipped in the Legs slot.

While equipped, the Channelling Kilt will double *all*  Healing that the player receives.

## Notes

* In addition to Potions, the Channelling Kilt's effect will also apply to item effects such as the Living Helmet and the Cure spellbook.
Extra Onion Suit

The Extra Onion Suit is an Epic-tier item that is equipped in the Body slot.

While equipped, your attacks will also deal 8 damage to a random creature.

## Strategy

The Extra Onion Suit is essentially a stronger version of the Onion Suit - with all the same bells and whistles as the original.

## Notes

* The random damage from the Onion Suit will not cause Thorns effects from Spinebacks to activate.
* The random damage can also target the enemy you are currently attacking; even if it is the only enemy remaining.
Embracing Chaos

Embracing Chaos is one of the possible Paths that can appear in a dungeon floor.

## Mechanics

Every turn, a random creature on the floor is Transformed into a different creature.

## Notes

* Items whose effects activate with Transform effects can activate off of Embracing Chaos' Transformation effect, such as the Goblet and the Soul Raiser.
* Items that can affect the resulting transformation can also activate from Embracing Chaos's Transformation effect; specifically the Mimicry Formula and the Hunter's Formula.
* Additional summons from Spellbooks, Scrolls and Viscid Ones (spawned from dead Viscid Twins) can also be transformed by Embracing Chaos' effect.
* Creatures can only be transformed once, so the floor's effect will stop once there are no other creatures to potentially transform.
False Confidence

False Confidence is a Rare-tier item that is equipped in the Mask slot.

While equipped, False Confidence grants a 40% chance to  Intimidate enemies when attacking, preventing them from striking back.

## Strategy

Intimidate is a powerful effect, especially when stacked with other Intimidation items, as it allows you to strike enemies with much lower chances of retaliation. A high  Speed stat is necessary to take advantage of the  Intimidate effect.

## Synergy

* Berzerker Relic, Power Glove, Smoke, Trophy Amulet, Wading Rags: Other items that can Intimidate creatures.

## Notes

* Each  Intimidate item equipped has its own separate chance to activate.
	+ Only one Intimidate effect needs to activate to stop a creature from retaliating.
Instability (Path)

*Not to be confused with the Instability (Item), the Legendary Charm that randomly applies status effects.*

Instability is one of the possible Paths that can appear in a dungeon floor.

## Mechanics

Instability features a rather large Ring filled with a variety of creatures; Firehives, Drifters, Phase Fiends, Huge Shackles, Viscid Twins, Scroungers, etc.

Most notably is the unique creature that only appears in Instability - the Shrieker. Every 4 turns, the Shrieker will inflict 2 (3 on Hard) damage to all other creatures on the floor, including the player. Together with the enemy composition, this will cause Firehives to explode, swiftly kill off low-Health creatures like Phase Fiends and can eventually kill off everything on the floor.

It can also feature Potions, a Stat Boost, a Scroll and a very high-rarity Mimic/Corpse.
Devourer

The Devourer is a Legendary-tier item that is equipped in the Body slot.

While equipped, every 3rd kill will increase the player's stat by +1 based on the slain enemy's highest stat.

## Strategy

The most important thing for getting the most out of the Devourer is knowledge; knowing what monsters will give what stat buffs will allow you to get the most out of the Devourer's effect.

Viscid enemies can provide good fodder for gathering the kills needed to activate the Devourer's effect due to their splitting Death Effect.
Huge Firehive

The Huge Firehive is a more explosive variant of their smaller brethren; this creature starts appearing in the Swamp layer and continues appearing for the rest of the run; it can also show up in the Volatile and A Careful Maneuver Alt Paths.

## Mechanics

When the Huge Firehive is slain, it will  explode and damage the player (if in front) and any creatures beside it.

## Strategy

A larger, more dangerous form of the initial Firehive; still vulnerable to the wild dangers of the Ring but with more  explosive volatility.
Reaper's Heart

## Special Effect

### Effect

On successful Stealth, Crit Chance is increased by Stealth Chance for next attack

The Reaper's Heart is an Epic-tier item that is equipped in the Gem slot.

While equipped, a successful Stealth roll will increase the  Critical Hit Chance of your next attack; this increase is equal to the player's  Stealth Chance.

## Strategy

A high  Stealth Chance isn't the only way to get the most out of the Reaper's Heart; items that can guarantee a successful Stealth roll will also cause the Heart's effect to grant a guaranteed  Critical Hit.

## Synergy

* Sneaky: Guarantees a successful Stealth roll on the next pass when you fail Stealth.
* Shadowstep: Can guarantee successful Stealth rolls.
Quaking Hammer

The Quaking Hammer is a Legendary-tier item that is equipped in the Weapon slot.

While equipped, the Quaking Hammer adds +10  Splash Damage to your attacks.

## Synergy

* Chaos Flower, Crystalline, Enrage, Battering Shield, Thunderstep, Final Form: Adds additional Splash Damage to your attacks.
* Impactful: Increases the range of Splash Damage.
Hello Friend

Hello Friend is a Rare-tier item that is equipped in the Spellbook slot.

When used, Hello Friend will summon a friendly creature in front of the player.

## Acquisition

Hello Friend is a hidden unlock only available by defeating the secret boss encounter Rage Hound. Once unlocked, Hello Friend will be given as an item drop for the current run, and can then appear normally in future runs.

## Strategy

* Friend of Frog, Heart Power, Pocket Frogs: Hello Friend can summon Froggies for these items.

## Notes

* Hello Friend can summon either a Pupper or a Froggy.
Poison Sword

The Poison Sword is an Epic-tier item that is equipped in the Weapon slot.

While equipped, your attacks will also apply +4 stacks of  Poison.

## Synergy

* Insidious, Noxious Ambience, Noxious Grasp, Perilous Intent, Plague, Poison, Poison Dagger, Poison Droplet, Poison Shield, Putrid Incense, Shorts, Suffocate, Touch of Decay, Toxins: Other items that inflict Poison stacks.
* Dark Aura, Sadistic Will, Swamp Matter: Items that benefit from Poison stacks.

## Notes

* Since  Poison applies its damage at the end of the turn, you can still be attacked even if the total damage kills the creature.
Glow Stone

## Special Effect

### Effect

Rerolled items have a chance to be higher rarity. Reroll costs Health. Player starts with a Creepy Doll.

The Glow Stone is a starting Light that causes Rerolls to cost  Health instead of  Souls; in addition, Glow Stone gives a chance for re-rolled items to be of a higher rarity. You also start with a Creepy Doll, generating more cards on each dungeon floor.

This light can be unlocked by completing the Dark Ending on Medium difficulty.

## Strategy

The Glow Stone is naturally risky, forcing you to sacrifice  Health instead of  Souls to re-roll items; however, it grants a high likelihood of re-rolls presenting items of a higher rarity, allowing you to get stronger items earlier on.

## Notes

* Rarity re-rolls only go up one tier of rarity based on the Mimic/Chest opened; i.e. a Mimic that presents Common-tier items can re-roll into Rare-tier items, Rare-tier Mimics can present Epic-tiers, etc.
	+ Legendary items do not re-roll into any other item rarities.
* Items whose stats or effects can increase your  Max Health help greatly when playing with the Glow Stone, alleviating some of the Health issues you'll likely encounter from re-rolling for higher rarity items.
* Item re-roll costs and scaling are converted one-to-one from  Souls to Health.
	+ This makes Epic-tier re-rolls fairly expensive, and Legendary re-rolls almost impossible at a whopping 20 Health for the first one.
	+ The modified re-roll costs are also affected by items such as the Charming Claws, the Dealer's Hood and the Haggler's Gloves.
* The Feathered Friend plays well with the Glow Stone as it removes the cost to open chests, without the usual downside of being unable to re-roll items due to the Glow Stone's effect.
First Strike

The First Strike is a Common-tier item that is equipped in the Arms slot.

While equipped, the First Strike will cause your first attack in each Dungeon to be a guaranteed  Critical Hit.

## Notes

* If the First Strike is unequipped while its effect is active, you will retain the guaranteed Crit until you use it.
Connection

Connection is the second of the five bosses you fight in the Light Ending.

## Mechanics

Whenever another creature dies in the Floor, Connection will gain +1 Health, Speed and Attack.

However, whenever Connection is damaged directly, another random creature will be granted +25 Health as well as +10 Attack, Speed and Defense. This creature will then begin moving towards the player and attempt to attack them when in front. These buffs can be stacked on a single creature. Indirect damage against Connection will *not* activate its unique effect.

## Strategy

Between Connection's ability to buff opposing creatures when damaged, and the floor itself filled with Viscid creatures that split into more creatures, there's no easy way around this one.

The strategy you take with this boss will depend on your build. If you have a high Attack stat and you can kill it in a couple turns, it may be best to target the boss ASAP and move on. Otherwise, if your build takes lots of hits to kill creatures or build up damage/status, you'll want to focus on clearing the floor before taking on the boss.

Alternatively, indirect damage against Connection will *not* activate its effect; Splash Damage, Poison, Petrify and other non-melee sources like Spellbooks can damage and even kill Connection without having to directly strike them.

## Notes

* A Wretched Amalgam can possibly spawn in this floor. Creatures devoured by the Amalgam will count as being killed, and thus buffing Connection.
	+ Connection itself cannot be devoured by the Amalgam.
Perilous Intent

Perilous Intent is an Epic-tier item that is equipped in the Spellbook slot.

When used, Perilous Intent will destroy a chosen Potion in front of the player, inflicting 6 stacks of  Poison on any creatures beside the destroyed potion.

## Strategy

Perilous Intent allows you to turn Potions into exploding  Poison sources, which can be great against creatures that are tricky to fight head-on with melee. However, the requirement for a Potion to be consumed presents a number of issues:

* Destroying Potions for Perilous Intent's effect means you can't use them to restore  Health.
* Potions need to be next to the creatures you want to  Poison; without a way to reposition items/creatures or create Potions yourself, you're limited as to where you can actually make use of Perilous Intent (even with the extremely low 1-Turn cooldown)
* In addition, the number of Potions that can appear can greatly hinder your ability to make use of Perilous Intent (most notably in Alt Paths where Potions very rarely appear)

## Synergy

* Insidious, Noxious Ambience, Noxious Grasp, Plague, Poison, Poison Dagger, Poison Droplet, Poison Shield, Poison Sword, Putrid Incense, Shorts, Suffocate, Touch of Decay, Toxins: Other items that inflict Poison stacks.
* Dark Aura, Sadistic Will, Swamp Matter: Items that benefit from Poison stacks.
* Thunder Egg: Items that spawn additional Potions in dungeons.
* Brewer's Gloves, Cursed Bounty, Goblet: Items that can create Potions.
Feed

Feed is an Epic-tier item that is equipped in the Spellbook slot.

When used, Feed will restore your  Health equal to the amount of  Petrify on the targeted creature.

## Synergy

* Bindings, Brittle Wreath, Tome of Stillness, Setting Grasp, Sculptor, Stone Caller, Ascension, Crushing Concoction, Crushing Dash: Other items that inflict or benefit from the Petrify status.

## Notes

* Feed does *not* take away any  Petrify that has been dealt to the targeted creature.
Cryokinesis

Cryokinesis is a Legendary-tier item that is equipped in the Head slot.

While equipped, creatures will be  Frozen whenever they take  Explosion Damage, regardless of source.

## Strategy

Cryokinesis gives all explosions the ability to freeze enemies, allowing you to turn Firebeads into roaming Freeze bombs, or use  Knockback to push them around and freeze more dangerous creatures. It also prevents Explosion chains as any Firebeads/Firehives hit by an explosion will be frozen before dying.

In addition, items like Immolation and Parting Gift allow the user to create their own source of Explode damage, further bolstering the power of player-made explosions.

## Synergy

* Hungry Sun: Explosions will now heal the player instead of damage them.
* Bombard, Immolation, Parting Gift, Volcanic: Creates additional explosion sources.
* Detonate: Allows player control of Firebead explosions.
* Chilled Crystal, Frostbite, Ice Breaker, Scale Top, Shatter: Items that benefit from Freezing or interacting with Frozen creatures.
* Inferno: Will freeze all creatures when Inferno's effect activates

## Notes

* Cryokinesis' effect can be activated with the damage from Inferno's effect, allowing you to *freeze all creatures on the dungeon floor.*
Poison

Poison is a Common-tier item that is equipped in the Spellbook slot.

When used, Poison will inflict 4 stacks of  Poison on the chosen target.

## Strategy

An excellent early-game support tome, allowing you to pick off common early annoyances like Banefangs and Whisperers without having to take damage. The only downside is having to wait for the  Poison to kill off your targets.

Otherwise, it can also supplement your ability to kill hardier creatures alongside your regular melee attacks.

## Synergy

* Insidious, Noxious Ambience, Noxious Grasp, Perilous Intent, Plague, Poison Dagger, Poison Droplet, Poison Shield, Poison Sword, Putrid Incense, Shorts, Suffocate, Touch of Decay, Toxins: Other items that inflict Poison stacks.
* Dark Aura, Sadistic Will, Swamp Matter: Items that benefit from Poison stacks.
Giant's Wrap

The Giant's Wrap is a Rare-tier item that is equipped in the Feet slot.

While equipped, the Giant's Wrap will grant +1  Max Health with every 3 uses of a Spellbook or Scroll.

## Notes

* The Quick Draw Gloves and the Giant's Club both have similar effects to the Wrap, and Spellbooks or Scrolls will activate all of these items.
Pain's Reward

Pain's Reward is a Common-tier item that is equipped in the Arms slot.

While equipped, Pain's Reward will grant +3  Max Health whenever you exit a dungeon with 5 or less  Health.

## Strategy

Pain's Reward is a very risky item to take, but can be *very* rewarding with the Max Health increase. Since your  Defense and  Health will be significantly hampered with it equipped *and* you need to be at low health to get the effect, be sure you can deal with creatures quickly and can escape from unwinnable fights.

## Notes

* Pain's Reward will activate in dungeons and alternative Paths as well as Crossroads; Take as many as you can to maximize the effect.
* While the effect of Pain's Reward says it activates on Dungeon Exit, it actually activates when entering a new dungeon floor; this can be seen when entering the Shop - as you won't get the Max Health increase when entering and can actually **miss** the effect if you heal over 5  Health by taking the Potion - or when equipped with the Fairy as well.
Pain

## Special Effect

### Effect

100% Stealth chance. This item gets -1 to all primary stats (except Health) when you win a run.

Pain is a starting Light, and is unlocked by completing the Light Ending on Hard.

Pain gives you a permanent 100%  Stealth Chance. In addition, every time you win a run, you will receive an additional -1 to  Attack,  Defense,  Speed, and  Clarity on the next run you attempt with Pain;  Health is not affected by winning.

## Strategy

Pain synergizes incredibly well with items that have a secondary effect that activates on successful stealth attempts, such as Jousting Pants. Conversely, it makes items with a secondary effect of added Stealth Chance obsolete, such as Misting Vessel or the Stealth necklace (although any Primary Stat increases will still apply).

## Notes

* The 100%  Stealth Chance is *not* affected by changes in your  Speed stat. Therefore, when playing with Pain, Speed only affects your  Dodge Chance and whether you attack first or second in combat.
* The -1 debuff is applied *per difficulty level*.
	+ **Example:** Your first run with Pain on Normal gives you no debuffs. If you win, your next run on Normal will give you -1 to Attack, Defense, Speed, and Clarity. If you win again on Normal, your next Normal run will have -2 to these stats, and so on. However, starting a run on Medium or Hard will not incur any debuffs until you win on each respective difficulty.
* The effect of Positivity will work on the Pain candle, converting any of Pain's negative stats into positive stats.
Hand of Dog

The Hand of Dog is a Rare-tier item that is equipped in the Arms slot.

While equipped, the Hand of Dog has a hidden ability where it will transform Rot Hounds and Huge Rot Hounds into Puppers and Big Puppers respectively. You can also pet Puppers and send them away without killing them.

## Notes

* The process of transforming a creature, petting the dog and sending it away takes three turns total so do be careful if enemies like Drifters and Firebeads are roaming around.
* Transforming a creature with the Hand of Dog counts as an attack, and thus will reduce the cooldown of Spellbooks and potentially activate item effects that activate when attacking.
* Puppers cannot be attacked directly while wearing the Hand of Dog, as you'll instead pet them and send them away.
	+ Items with alternative sources of damage or attack methods - like the Quaking Hammer, the Polearm or the Onion Suit - are still capable of hitting and killing Puppers.
* If you befriend a Pupper in a Companions room with Sam, you will fail his quest.
Oil

Oil is a Rare-tier item that is equipped in the Gem slot.

While equipped, Oil will gain 1 point of  Speed for every empty item slot you have. This value changes with the number of equipped items.

## Strategy

This item is best taken early on as your inventory slots won't be filled up, thus allowing you to benefit from the increased  Speed stat. Additionally, you can siphon the stats off of it (such as via Siphon Gem or a Wishing Well) to make the stats permanent.

## Synergy

* Siphon Gem, Soul Craft, Transcendence, Absorb: Can permanently apply the item's stat buff.
Key

Key is an Epic-tier item that is equipped in the Scroll slot.

When used, the Key will remove the  Soul cost of a selected Mimic, allowing you to open it for free.

## Strategy

The Key is essentially a free Mimic opening, so it's best to save it for an Epic or Legendary-tier Mimic, giving you a high-tier piece of equipment without paying the usual high  Soul costs.

## Notes

* The Key only affects the price to open the chest; re-roll costs will still behave normally.
Betrayal

Betrayal is a Legendary-tier item that is equipped in the Mask slot.

While equipped, Betrayal will guarantee your next attack is a  Critical Hit whenever you  Dodge an attack.

## Strategy

Betrayal allows you to turn your high  Dodge Chance into free  critical hits, which can pair very well with item effects that activate off of Critical Hits.

## Synergy

* Ritual Torc: Restores Health on a Critical Hit
Bloodstone

The Bloodstone is a Legendary-tier item that is equipped in the Gem slot.

While equipped, your attacks have an 80% chance to restore 1  Health.

## Acquisition

This item cannot be acquired by normal means; the only way to obtain it is by sacrificing 2-5 Stat Points to the Shrine of Neglect.

## Strategy

Despite the stat loss needed to obtain this item, the large  Health boost,  Crit Chance &  Dodge Chance and the high chance to heal on attack makes this an excellent offensive item and easily makes up for the cost to acquire it.
Ancient Ice Beast

The Ancient Ice Beast is a unique creature that only appears in the Chills Alt Path.

## Strategy

The Ancient Ice Beast is a powerful foe; greater stats overall than their regular brethren, and a *massive* Health pool make killing this creature a formidable challenge. Plus, any Freeze effects will just make the Ancient Beast *angrier.*

However, it doesn't actually *do* anything in the Path room that it appears in (compared to the Shrieker or the Stone Shifters); meaning that you can safely ignore this creature if you have no desire or need to kill it.

## Notes

* The buffs from the Ancient Ice Beast's effect can stack with no upper limit.
* Killing the Ancient Ice Beast while it has more than 30 Defense grants the achievement "Blizzard".
	+ This requires intentionally freezing the Ancient Ice Beast to achieve.
Glass Sword

The Glass Sword is a Rare-tier item that is equipped in the Weapon slot.

The Glass Sword has a 10% of destroying itself and dealing 3 damage to the player whenever you attack while wielding it.

## Strategy

The Glass Sword can provide a high  Attack boost at such an early point in the run, but it is always at risk of destroying itself whenever you attack with it.

However, if you're able to encounter a Wishing Well or a Soul Craft scroll early enough, you can sacrifice the Glass Sword and keep the  Attack boost without the weapon's downside.
Dealer's Hood

The Dealer's Hood is a Rare-tier item that is equipped in the Head slot.

While equipped, the Dealer's Hood reduces the cost of rerolls by -1 for every 2 negative points of  Clarity the player has.

## Strategy

A beneficial item when playing with negative Clarity, allowing you to save Souls especially early on; otherwise, you're likely better off with other headgear.

## Synergy

* Darkened Blade, Gambler's Reward, Grim Seal, Nightmare Walker, Nefarious, Tainted Cleaver: Other items that benefit from negative Clarity.

## Notes

* The Dealer's Hood still affects re-roll prices when playing with the Glow Stone Light, allowing you to save  Health on re-rolls.
Plague Bearer

The Plague Bearer is a creature that starts appearing near the end of the Swamp layer (Floor 10); they can also show up in the Burial Grounds.

## Strategy

Plague Bearers are some of the most dangerous creatures in the Ring; a high Health count and attacks that inflict some of the highest amount of Poison stacks make it great trouble for even a well-off player to take down. Items that help protect against Poison may be essential for handling Plague Bearers if forced to fight one.

## Notes

* A single Plague Bearer can spawn in the Burial Grounds.
	+ Since this Alt Path can spawn very early on, it can be possible to encounter a Plague Bearer before the player even enters the 2nd floor.
Mushrooms

Mushrooms are a Common-tier item that is equipped in the Jar slot.

While equipped, the player will gain +1  Max Health each time the player exits a dungeon floor; this effect has three Uses before it runs out.

## Synergy

* Replenish, Supplement: Adds additional uses.

## Notes

* The number of Mushrooms in the Jar will match the number of uses remaining.
	+ Having more than 3 uses will still have the Jar showing only three mushrooms.
Gripping Mantle

The Gripping Mantle is a Legendary-tier item that is equipped in the Body slot.

While equipped, the Gripping Mantle gives a 30% chance to inflict  Ensnare on a creature when attacking.

## Synergy

* Bear Trap, Ensnare, Frost Root, Overgrowth, Vine Grip Shoes: Other items that can Ensnare creatures.
* Creeping Roots, Vine Grip Gloves: Items that benefit from the Ensnare effect.
Gloom Eel

The Gloom Eel is a creature that primarily appears early in the Nest area, which appears more commonly the higher the Difficulty.

## Strategy

The biggest threat from the Gloom Eel is its  Speed and its  Piercing Damage; if you can't outspeed it or can't sneak past it, it can likely take a good chunk out of your Health.
Merchant

The Merchant is an Epic-tier item that is equipped in the Mask slot.

While equipped, the Merchant will reduce the prices of Mimics and Shop items by 20  Souls.

## Strategy

The Merchant mask alone can greatly reduce the price of opening Mimics and buying items up to the Epic-rarity; it's a fantastic deal that saves many Souls for the player.

## Notes

* The Merchant affects the prices of Mimic costs and item costs in "Oh, A Visitor!"
	+ The Merchant has no effect on Re-roll costs.
Final Form

Final Form is a Legendary-tier item that is equipped in the Scroll slot.

When used, Final Form grants +10 to *all* Primary Stats and all your attacks deal +5  Splash Damage. This effect remains until you leave the floor you activated it on.

## Strategy

Final Form grants an excellent power boost for the floor you use it on, either to easily cleave through a whole floor or to save your skin in a pinch.

One of the best uses for Final Form is in the Dark Ending; it's basically a free stat boost that lasts for the whole boss fight, while the  Splash Damage is great for popping Huge Firehives to stun the boss.
Gnasher (Large)

Not to be confused with Gnasher (Small), a weaker Gnasher that occasionally performs an extra attack.

## Stats

### Souls

6

The Gnasher is a larger variant of its smaller brethren; this creature starts appearing in the Ruins (Floor 11+) on Medium & Hard difficulties; it is also featured in Aggression Alt Paths.

## Mechanics

The Gnasher will attempt to move towards the player for three turns. On the fourth turn, the Gnasher will attack the cards to the left and right of it; if the player is standing in front of the Gnasher at this time, the Gnasher will perform an attack on the player. Afterwards, it will start moving towards the player once more.

## Notes

* The Gnasher's attack is capable of damaging creatures as well as the player with its attack.
	+ This can kill off nearby Firebeads, Poisonbeads and other low-Health creatures.
* The Gnasher can be blocked by creatures with the Blocker trait; however, it's possible for the Gnasher to kill them with its attacks.
* If the player attacks the Gnasher on the turn it would attack from its effect, it will attack the player twice (once from combat retaliation, once from its effect).
* One large Gnasher appears in the Aggression Alt Path, alongside two of its smaller brethren.
	+ This is also the only way for the player to encounter Gnashers when playing on Normal difficulty.
Collateral Damage

## Special Effect

### Effect

+15 Splash Damage. Splash Damage destroys Items, Chests, Stat Boosts and Potions

Collateral Damage is a Legendary-tier item that is equipped in the Necklace slot.

While equipped, the Collateral Damage adds +15  Splash Damage to your attacks. However, it also causes your Splash Damage to destroy objects it hits such as:

* Items
* Mimics & Corpses
* Stat Boosts
* Potions

## Strategy

While the Collateral Damage provides the largest solid  Splash Damage boost of any item in the game, it also causes any objects hit by your Splash Damage to be destroyed. If you aren't finished getting stats or items to finish your build into the end of the run (or if you just don't like destroying your potions and such), it may be best to not take it.

## Synergy

* Battering Shield, Chaos Flower, Crystalline, Enrage, Quaking Hammer, Thunderstep: Items that also provide Splash Damage
* Impactful: Increases the range of dealt Splash Damage
Gambler's Reward

The Gambler's Reward is a Rare-tier item that is equipped in the Charm slot.

While equipped, the Gambler's Reward gives you +1  Max Health for each negative Primary stat you have when exiting a dungeon.

## Strategy

The Gambler's Reward will reward you with increased  Max Health, provided you can live with having some negative stats and reduced Max Health while the Charm is equipped.

* Negative  Clarity is the safest of the four as it has no *major* downsides compared to the other three stats, and some items like the Tainted Cleaver can give benefits from having negative Clarity.
* Negative  Speed means that you'll always attack second unless you have the Chaotic Underwear equipped.
* Negative  Defense means that you'll take more damage when attacked, and can't defend against attacking creatures.
* Negative  Attack means you can't deal damage directly, and will need another source such as Poison or Petrify.
* There is essentially no downside to taking this when playing with the Inverted Candle, as you start with negative Speed, but always attack first thanks to Chaotic Underwear. Additionally, Inverted Candle makes this +5 Health.

## Notes

* Alt. Paths, including Crossroads, will also activate the Gambler's Reward; take as many side exits as you can to maximize its effect.
Ice Breaker

The Ice Breaker is a Common-tier item that is equipped in the Weapon slot.

While equipped, the player deals +4 extra damage to  Frozen creatures.

## Synergy

* Boots, Blizzard, Cold Blooded, Cryokinesis, Freeze, Freezing Aura, Frost Root, Glacier, Hermit's Tiara, Icy Touch, Seeing Double, Tipping Point, Turbulence, Volatile Crystals: Items that can Freeze creatures
* Chilled Crystal, Frostbite, Scale Top, Shatter: Other items that benefit from Freezing or interacting with Frozen creatures.

## Notes

* Even though the Ice Breaker doesn't actually  Freeze any enemies, it will still activate the effect of Scale Top.
Glacier

The Glacier is an Epic-tier item that is equipped in the Off-Hand slot.

While equipped, the Glacier will inflict  Freeze on attacking creatures when you successfully  Parry.

## Synergy

* Blizzard, Boots, Cold Blooded, Cryokinesis, Freeze, Freezing Aura, Frost Root, Hermit's Tiara, Icy Touch, Seeing Double, Tipping Point, Turbulence, Volatile Crystals: Other items that can Freeze creatures.
* Chilled Crystal, Frostbite, Ice Breaker, Scale Top, Shatter: Items that benefit from Freezing or interacting with Frozen creatures.