recursal/Fanatic-Fandom huggingface dataset:
Feathered Friend

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

While equipped, the Feathered Friend allows you to open Mimics for free. However, the Player no longer gains  Souls from slain creatures.

## Strategy

Being able to open Mimics for free (especially Epic/Legendary-tier Mimics) is an undeniable boon; however, the loss of the ability to gain Souls from slain creatures brings a number of problems:

* You won't be able to re-roll items found in Corpses & Mimics
* A number of Scrolls and Spellbooks that use Souls will be unusable
* You won't be able to buy items from "Oh, A Visitor!"

There are a couple ways to still get Souls even while this is equipped, such as the Soul Stealer gloves or the Shrine of Sacrifice, but these alternative methods don't grant as much (or aren't as consistent) as what could usually be gained from slain creatures or  Clarity increases.

However, if you are playing with the Glow Stone Light, you should *very much* equip the Feathered Friend if you find it; the  Health re-roll effect overrides the usual Soul issue with re-rolling items, getting rid of one of the biggest drawbacks of the Feathered Friend.
Chrysallis Heart

The Chrysallis Heart is an Epic-tier item that is equipped in the Gem slot.

While equipped, the Chrysallis Heart has a 50% chance to restore 3  Health when attacking if the player's total  Health is at 25% or less.

## Strategy

The Chrysallis Heart requires a decent amount of  Max Health to be able to safely utilize the healing effect; but otherwise, it's a hefty amount of  healing when it activates.
Bowl of Soup

The Bowl of Soup is an Epic-tier item that is equipped in the Jar slot.

While equipped, the Bowl of Soul will restore 5  Health whenever you exit a dungeon floor. However, if you have any variant of the Spoon equipped, you will instead restore **20**  Health on dungeon exit.

## Strategy

On its own, the Bowl of Soul is basically a *slightly* worse Fairy, only missing the extra  Max Health. However, if the player is also equipped with a Spoon, the Bowl of Soul can heal *way* more Health than most other items can single-handedly.

It's also incredibly helpful if one is attempting to win runs with the Spoon (and its variants) equipped; the increased  Max Health from the Spoon makes taking advantage of the *massive* healing very reliable.
Poison Hive

The Poisonhive is a creature that begins appearing in the Swamp layer (Floor 7+), and will continue appearing until the end of the run.

## Mechanics

When the Poisonhive is slain, it will explode and inflict Poison onto the player (if in front) and any creatures beside it.

## Strategy

The Poisonhive presents similar challenges and threats to their explosive brethren; with the major difference being that it inflicts Poison instead of dealing Explosion damage. As a result, items that would protect the player from Explosion damage won't be effective against these ones; you'll need items that can protect you from Poison damage.

* Time Rift can protect the player from taking Poison damage when passing, allowing them to grab a Potion to cleanse the Poison.
* The Porous Shell and Poison Fiend can reduce and even limit how much Poison damage the player can take.
* Slime Cells can block Poison damage completely, but has limited uses.
* Cure and Poison Transfer can be used to remove Poison stacks from the player.
* Chained Iron can prevent Poisonbeads from moving towards you; note that they will still prime their explosions if the player gets close to them.

## Notes

* Poisonbeads do *not* inflict Poison in combat; they only inflict their Poison damage when they explode/die.
	+ This makes the Venom Guard and the Wading Rags useless in protecting against Poisonbeads.
Eyeballs

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

While equipped, the player will gain +1  Clarity 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 Eyeballs in the Jar will match the number of uses remaining.
	+ Having more than 3 uses will still have the Jar showing only three eyes.
Rapier

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

While equipped, the Rapier will cause your attacks to also damage any creature that is behind your current target for half the damage.

## Strategy

The Rapier gives you a simple way to expand your melee attack range to hit additional targets; you can use it to soften up stronger targets, or slay Firehives and smaller Firebeads from a safe distance.

## Notes

* The damage of the Rapier's effect is half of of the player's  Attack stat, rounding down.
	+ The damage from the Rapier's effect is affected by the struck creature's  Defense.
* The effect of the Rapier can also be found on the Fencer Spellbook as a reusable spell.
Breathless Snare

The Breathless Snare is a creature that starts appearing in the Swamp area on Medium and higher difficulties; the Breathless Snare also appears in the A Quick Approach and Positioned to Strike Alt Paths.

## Mechanics

Every 4 turns, the Breathless Snare will attempt to move towards the player. The Breathless Snare will not attack of its own volition if in front of the player.

Attacks from the Breathless Snare inflict  Ensnare on the player; the Ensnare effect lasts for 2 turns. While the player is Ensnared, the player's  Attack will be halved; in addition, the player will not be able to move in the direction of the Ensnare source. (i.e: If the player attempts to pass or attack a Breathless Snare on their right and gets hit, the player will not be able to move to the right until  Ensnare wears off or the Ensnare gets reapplied.)

## Strategy

The Breathless Snare is an incredibly dangerous creature; due to its unique infliction of  Ensnare on the player (halving your  Attack and limiting your movements) and its sturdy  Defense and  Health, this makes it an especially annoying pest to deal with. If the player attempts to  Sneak past it and fails, the Ensnare will lock the player into moving *back* into the Breathless Snare. At this point, you'll have to either interact with whatever's in the other space while waiting for  Ensnare to wear off or try your luck killing the Snare. Even with its own low  Attack stat, its  Piercing Damage can still chip away at the player's  Health.

 Ensnare can stop the Breathless Snare from moving towards the player, while  Freeze can disable it completely. Items with  Intimidate can also be of benefit given the Snare's low  Speed, preventing the Snare from striking the player and thus inflicting  Ensnare.

## Notes

* The Breathless Snare will *always* inflict  Ensnare when hitting the player, even if the player  Parries.
	+ Ensnare can be avoided if the player  dodges the attack.
* The Breathless Snare only appears in main dungeon rooms when playing on Medium and Hard difficulties.
	+ The Snare can still be encountered on Easy difficulty in Alt Paths "A Quick Approach" and "Positioned to Strike".
Alchemy Belt

The Alchemy Belt is an Epic-tier item that is equipped in the Legs slot.

While equipped, the Alchemy Belt will grant  Souls equal to any  Explosive damage taken.

## Notes

* Note that unlike the Hungry Sun or the Soul Glass, the Alchemy Belt does not **convert**  Explosion damage into Souls; damage is required to activate the Belt's effect.
* If the Hungry Sun is equipped, the Alchemy Belt's effect will not activate as you won't take damage from Explosions.
Hermit's Tiara

The Hermit's Tiara is a Common-tier item that is equipped in the Head slot.

While equipped, the Hermit's Tiara will cause all of your attacks to  Freeze as long as you have 4 or less items equipped.

## Strategy

The Hermit's Tiara is an incredibly powerful item, being able to guarantee the  Freeze effect on all attacks. However, the 4-item limit is its main drawback; and since your starting Light counts as an equipped item, you essentially can only have two other items without disabling its effect. This also includes Spellbooks and Scrolls; if you want to pick up Scrolls in your run, be sure to use them as soon as possible to maintain the Tiara's effect.

Since  Freezing with the Tiara equipped easily guarantees a kill against many creatures,  Speed is a fairly important stat to focus on. In addition, enemies with dangerous Death Effects like Firebeads are easily disarmed when Frozen.

However, it isn't a guaranteed victory alone: many bosses are resistant to being Frozen, as are Ice Beasts and the Ancient Ice Beast which instead become *stronger* whenever they would be frozen.

For a powerful end-game boost, the Backpack allows you to use the Tiara's effect regardless of the number of equipped items.

## Synergy

* Backpack: Guarantees the Tiara's effect will activate regardless of the number of equipped item.
* Blizzard, Boots, Cold Blooded, Cryokinesis, Freeze, Freezing Aura, Frost Root, Glacier, 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.
Froggy

The Froggy is a friendly creature that primarily appears in the Companions path, but also appears when using a number of Spells or Transform effects.

## Notes

* Outside of the Companions Path, Froggies also appear when using Scrolls such as Hex, Frog Ritual and Heart Power.
	+ Hello Friend has a 50% chance of summoning a Froggy, but it may also spawn a Pupper.
	+ The Transformer and other Transforming items can possibly transform a creature into a Frog, but the chances are fairly low.
* With the Friend of Frog charm equipped, you can befriend Froggiess for +1 Max Health each.
* Pocket Frogs allows you to pick up Froggies and use them to "Frog" opposing creatures.
* If a Froggy survives an attack from the player, they will not retaliate.
Living Corset

The Living Corset is a Rare-tier item that is equipped in the Body slot.

While equipped, killing an enemy will restore 2  Health.

## Notes

* Indirect kills, such as  Poison or the effects of items such as the Rapier, will not activate the Living Corset's health restore.
* The Living Helmet and the Ravenous mask have the same special effect as the Living Corset, and their effects can stack.
Bone Pearls

The Bone Pearls are a Legendary-tier item that is equipped in the Necklace slot.

While equipped, the Bone Pearls give a small chance for creatures to drop a small Stat Boost on kill.

## Acquisition

This item cannot be acquired by normal means; instead, this item is obtained by digging a Grave while equipped with the Shovel - instead of digging up the grave, the Bone Pearls will appear beside it.

## Strategy

While the Bone Pearls themselves don't provide any stats, the special effect more than makes up for it with additional Stat Boosts; the earlier you get this item in a run, the better.
Viscid Union

The Viscid Union is a creature that begins appearing around Floor 12 and will continue to appear until the end of the run.

## Mechanics

When the Viscid Union is directly attacked by the player, it will randomly take one of the player's items. The Viscid Union will only take and hold onto one item.

When the Viscid Union dies, it will split into two Viscid Twins. In addition, if the Viscid Union took an item from the player, the player will re-equip that item when the Union is slain.

## Strategy

Due to the Viscid Union's unique ability to take the players' items, it can take important items from the player - or worse, items that can be *detrimental* to have to re-equip. Not to mention their fairly high Health, rather high Attack and Poison makes getting one's items back a pain.

## Notes

* The Viscid Union will *only* take one of the player's items if directly attacked.
	+ Passing or Sneaking by a Union will not cause it to steal an item.
	+ Even if the Viscid Union does *not* damage the player, an item will still be taken.
* Certain items whose effects activate when equipped can be *incredibly dangerous* to have stolen, as their effects will reactivate when the Viscid Union is slain.
	+ Notable examples include the Infected Necklace (free +10 Poison) and the Restrained Heart (sets your Health to 1 - hope you aren't poisoned).
	+ On the other hand, it can also reactivate *positive* on-equip effects, like Positivity or Warmonger.
	+ The only item that this doesn't work with is the Potion Vial, as its effect has a Use counter tied to it; and because its on-equip effect instantly uses it, it can't be re-used unless it's replaced or destroyed completely.
* If the Viscid Union has taken an item from the player and the item has not been retrieved when the player exits the floor, the item will be permanently lost.
* Similar to other melee-centric Poison creatures, there are numerous items that can protect from Poison stacks; however, there is always the risk of the Union stealing those items from the player.
	+ Even if the player were to Intimidate a Viscid Union with an item such as the Wading Rags or take no damage from retaliation, the Union will still steal an item from the player.
* If a Viscid Union that has stolen an item is Transformed by an effect or devoured by a Wretched Amalgam, it will return the stolen item to the player.
Heart Power

Heart Power is a Legendary-tier item that is equipped in the Scroll slot.

When used, Heart Power will summon a Froggy in a spot in front of you; afterwards, all friendly creatures on the floor will deal 25 damage to creatures adjacent to them.

## Synergy

* Frog Ritual, Hello Friend, Hex, Phase Friend: Items that can create friendly creatures.

## Notes

* Any creature that is marked as "Friendly" will deal Heart Power's damage effect.
	+ By default, this includes Puppers, Big Puppers and Froggies.
	+ This effect can also include Phase Fiends if the player is equipped with the Phase Friend gloves.
* The damage from Heart Power's effect can hit other Friendly creatures.
Discipline

Discipline is the third of the five bosses encountered during the Light Ending.

## Mechanics

Whenever Discipline takes direct Melee damage, Discipline loses -6 Attack, Speed and Defense. This debuff can stack.

## Strategy

Discipline's initial stats are *monstrous;* no other creature comes close in overall strength and even one or two strikes from it can be lethal. However, every attack made against Discipline will lower its stats significantly. Use the extra Potions dotted around his arena and keep attacking to bring his stats down and push through.

## Notes

* Only direct *physical* attacks will lower Discipline's stats. Indirect damage (Poison, Soul, Curse, etc.) will not lower its stats.
Lucidity

Lucidity is an Epic-tier item that is equipped in the Feet slot.

While equipped, Lucidity causes you to move two spaces rather than one when you pass.

## Strategy

Lucidity's effect is an odd one that takes some learning to get accustomed to; but the uses for its effect are extensive:

* You can run away from creatures that would otherwise constantly chase you down like Crooked Loombirds or Gnashers.
* With the right positioning, the player can jump right over Shackles (and other creatures with the Blocker trait), oncoming Drifters or even just very hardy creatures that would otherwise be a pain to  sneak past.
* You can hop away from exploding Firebeads and potential Explosion chains that would otherwise be unavoidable.

## Notes

* The extra space moved does *not* require  Stealth if you're passing by a creature.
* You will *always* move two spaces while Lucidity is equipped; even if you need to perform a Stealth roll or a creature with Blocker is in the way of the second space.
Ritual Torc

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

While equipped, the Ritual Torc will restore 5  Health whenever you land a  Critical Hit.

## Strategy

The Ritual Torc can easily maintain a melee-focused player's health due to its own innate  Crit Chance combined with the Healing effect; with further Crit Chance increases or items that guarantee Crits, the Ritual Torc can easily become your primary source of  Health recovery.

## Synergy

* First Strike, Grounding Force, Vine Grip Gloves, Frostbite, Betrayal: Items that can guarantee Critical Hits
Amorphous Mass

The Amorphous Mass is an Epic-tier item that is equipped in the Body slot.

While equipped, the Amorphous Mass halves *all* damage taken from melee attacks.

## Strategy

While the Amorphous Mass reduces your  Defense and  Speed, the reduction in melee damage can more than easily make up for the stat losses. Note that to Parry attacks, you still need to have enough Defense to match a creature's Attack stat - Amorphous Mass simply halves the damage you would've taken from an attack.

## Notes

* The Amorphous Mass also halves  Piercing Damage dealt by enemies.
	+ Amorphous Mass' calculations round *down*, meaning creatures with only 1 Piercing Damage can be completely blocked.
Ring of Pain Wiki

*Resting here these pages stand*

*Perhaps you can lend a hand?*

*Treat these pages with deep care*

*For you will also need to share.*

## Main Categories

MechanicsLorePathsItemsCreatures

*Roguelike flavour, card game pacing. Dungeon crawl, chaos embracing.* *Shadows cast a truth to see, in darkness you can visit me.*

Ring of Pain’s a creepy card dungeon crawler, where levels are dealt from cards and arranged in a ring. As you interact with cards the level dynamically adjusts based on your actions.

Strategize and adapt to a world distorted by fear and delusion. Delve as deep as you can to discover its secrets, with help from a motherly creature known only as Owl.

The game's initial release was October 15, 2020 on Steam and Nintendo Switch. It was developed by Simon Boxer and Twice Different, published by Humble Games, and supported by Film Victoria.
Inferno

## Special Effect

### Effect

When creatures Explode, deal 4 damage to all creatures. Reduce Explode damage taken by 5

Inferno is a Legendary-tier item that is equipped in the Weapon slot.

While equipped, Inferno deals 4 damage to *all* creatures whenever a creature explodes. In addition, the player takes -5 damage from  Explosions.

## Strategy

With just a couple Explosive creatures on each floor, the Inferno can easily clear out lesser creatures by chaining Explosive creatures back to back. With a couple more  Explosions or Explosive creatures (such as with Immolation, Parting Gift or Volcanic), it's possible to clear out *entire floors* with just the effect of the Inferno.

## Synergy

* Immolation, Parting Gift, Volcanic: Provides additional sources of Explosions.
* Fire Dance: Can triple the damage of Inferno's effect.
* Cryokinesis: Will cause Inferno's effect to freeze all enemies.

## Notes

* The  Explosion damage reduction is strong enough to fully protect from regular Roaming Firebeads.
* The Inferno's protection effect will *reduce* the  Healing that would be received while wearing the Hungry Sun.
	+ This also means you can't restore health from smaller Roaming Firebeads while wearing the Hungry Sun.
* The damage from Inferno's effect is counted as  Explosion damage.
	+ Combined with the Cryokinesis, Inferno's effect can  *freeze all creatures on a floor.*
	+ Inferno's effect damage can be tripled if the Fire Dance's effect is active.
	+ Inferno's damage is incapable of stunning Owl in the Dark Ending.

## Bugs

* The actual values for the Inferno's effects are reversed compared to what the text says; it actually does *4* damage instead of 5, and reduces Explosion damage by *5* instead of 4.
Maniacal

## Special Effect

### Effect

Damage immunity while Defense is positive. Gain Attack and lose Defense equal to incoming damage

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

While equipped, the Maniacal causes the player to be immune to damage as long as they have a positive  Defense stat. In exchange, damage blocked by this effect will increase the  Attack stat and reduce the Defense stat based on the damage taken.

## Strategy

The Maniacal is a risky but powerful item that provides an alternative method of surviving damage by consuming your Defense stat instead of your  Health. In addition, your  Attack stat will continue to rise as your Defense stat falls from the Maniacal's effect, allowing you to become a high-damage berserker in turn.

Caution should be taken though; losing too much  Defense without a back-up plan - especially late into the game - can easily turn into a run-killer.
Multiclass Gambit

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

When equipped, Multiclass Gambit will double the stats of Multiclass Items while halving the stats of items from any other Item Sets.

## Notes

* Multiclass Gambit's effect affects both positive and negative stats.
* If the Multiclass Gambit is taken by a Viscid Union, its effect will activate again when re-obtained.
Leaping Boots

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

While equipped with the Leaping Boots, passing by a creature will automatically move you to the nearest non-creature card in that direction, bypassing all other creatures in-between.

## Strategy

The Leaping Boots can be helpful to escape danger or hop straight to useful items as they can bypass entire conga lines of creatures one would otherwise have to sneak or fight through. However, the biggest weakness of the Leaping Boots is when the player *needs* to position themself in the middle of a crowd of enemies.

This weakness is most noticeable in Boss fights, as they often feature long lines of enemies where the Boss is somewhere among them. Because of the leaping effect, you may be forced to fight through crowds of creatures to reach the boss; otherwise, you will continuously move past the boss and be unable to kill it.
Forceful

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

When used, Forceful will cause your next 5 attacks to deal  Knockback, pushing targets away.

## Strategy

 Knockback is usually best for knocking creatures with Death Effects away from you - especially Firebeads and their ilk to keep them from exploding in your face. However, the Forceful's effect affects your next 5 attacks, which can prove annoying if you're trying to kill a specific creature and don't want it pushed away.
Blood Ritual

The Blood Ritual is a Common-tier item that is equipped in the Charm slot.

While equipped, the Blood Ritual gives a 20% chance of restoring 1  Health whenever you attack a creature.

## Strategy

While the Blood Ritual takes a heavy toll on your  Max Health, it offers additional  Defense and a small chance to restore health when attacking. While the healing may not scale as well later on, especially due to the health loss, it can be handy in the early-to-mid game.

## Notes

* The Bloodstone has a similar effect to the Blood Ritual.
Stat Boost

Stat Boosts are cards that allow you to increase or modify your Stats, regardless of your equipped items. Each one presents three Primary Stat types to choose from, allowing you to choose what stats to improve.

There are three types of Stat Boost cards that can be found in the Ring.

## Standard

Standard Stat Boosts simply provide a small boost to a single stat without any costs or downsides. Depending on how deep into the Ring you are, a Standard boost can provide either +1 or +2.

Standard boosts can also be Cursed, having a chance to damage you depending on your Curse Resistance.

## Compromise

Compromise Stat Boosts will give a hefty boost to the chosen stat (+3 or +4), in exchange for the other two stats that are presented being reduced by -1. While Compromise boosts do cost a couple stats to take, the large boost from the Compromise easily makes up for it.

## Specialized

Specialized Stat Boosts will give +4 to the chosen stat, while reducing all other Primary stats by -1. Specialized boosts are good for bumping up any lagging Primary stats, but should be used careful since the cost affects *all* other Primary stats than the one you chose.

## Gallery

A Standard Stat Boost.A Compromise Stat Boost.A Specialized Stat Boost.
Scrounger

The Scrounger is a creature that can start appearing as early as Floor 2 , and will continue to appear throughout the Ring and even in some Alternate Paths.

## Mechanics

The Scrounger will attempt to make its way to the exit door, moving 1 space every 4 turns. However, it will also attempt to avoid the player while moving. If the Scrounger is next to the Exit when it would move and the player is not between it and the door, the Scrounger will disappear from the dungeon Floor and leave nothing behind.

If the Scrounger is killed, it will drop 3 treasure items; 1 Standard Stat Boost, 1 Small Potion, and the third item can either be another Standard Stat Boost or another Small Potion, both of which can potentially be cursed.

## Notes

* A number of equippable items can affect the behavior of Scroungers or even summon additional Scroungers.
	+ The Precious will draw Scroungers *towards* the player instead of away, while the Thief Bind will prevent Scroungers from moving around and exiting the floor.
	+ The Hunter's Formula gives Transform effects a chance to transform creatures into Scroungers.
* The Scrounger will **not** exit via alternative Paths, it can only leave through the regular Exit; therefore, you can use the Scrounger's movement to tell where the regular Exit is.
* If there is no exit present in a dungeon, Scroungers will stay in place and not move. However, if an Exit appears in a dungeon, Scroungers will begin to move towards it.
* The Scrounger will still drop its treasure even if they're Frozen.
Bindings

Bindings are a Common-tier item that is equipped in the Legs slot.

While equipped, the Bindings grant +3  Petrify to your attacks when the player attacks second.

## Strategy

While having a low  Speed stat may not be good for the long run, the effect of the Bindings can be beneficial for the early game if your Speed stat is lacking as it makes up for it with solid  Petrify damage and additional  Defense.

## Synergy

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

The Chugging Mask is a Common-tier item that is equipped in the Mask slot.

While equipped, the Chugging Mask will grant you +1  Max Health if you drink a Potion while at full Health.

## Strategy

The Chugging Mask is an excellent item early-game, allowing you to make use of excess Potions to increase your  Max Health.

## Notes

* The effect of the Chugging Mask will stack with the Sacrificial Cloth's effect.
* The effect of the Chugging Mask can activate when using Cursed Potions; however, the effect will *not* activate if the player is  Cursed by the Potion.
Positioned to Strike

Positioned to Strike is one of the possible Paths that can appear in a dungeon floor.

## Mechanics

Positioned to Strike will always spawn two Shellbacks and one Breathless Snare, creating an environment where the player may need to engage with an ill-positioned Shellback. Positioned to Strike also features a high chance for a high-tier Mimic to appear.
Frost Root

Frost Root is a Legendary-tier item that is equipped in the Spellbook slot.

When used, Frost Root will  Freeze and  Ensnare any creatures in front of the player.

## Strategy

Frost Root is essentially the effects of Icy Touch and Ensnare, combined into a single spellbook. Between the free attack from  Freeze and the reduced  Attack damage from  Ensnare, Frost Root guarantees kills against all but status-resistant creatures and Bosses.

## Synergy

* Blizzard, Boots, Cold Blooded, Cryokinesis, Freeze, Freezing Aura, 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.
* Bear Trap, Ensnare, Gripping Mantle, Overgrowth, Vine Grip Shoes: Other items that can Ensnare creatures.
* Creeping Roots, Vine Grip Gloves: Items that benefit from the Ensnare effect.
Ice Beast

The Ice Beast is a creature that starts appearing in the Swamp layer (Floor 7+) and continues appearing for the rest of the run; it's also featured in the Chills Alt Path.

## Strategy

The general stats of the Ice Beast don't make it incredibly strong in any one particular category - besides their plentiful Health count - but their resistance to Freeze doesn't just make them immune; *every time* the Freeze debuff is applied to them, they gain +5 Attack and Defense which can continually stack.

Long fights against Ice Beasts while wearing Freezing items like the Boots or the Cold Blooded gloves (or worst of all, an active Hermit's Tiara) can make an otherwise unremarkable Ice Beast into a much greater threat.

## Notes

* Two Ice Beasts will always show up in the Chills side path, along with its unique larger cousin, the Ancient Ice Beast.
* The buffs from the Ice Beast's effect can stack with no upper limit.
Instability (Item)

*Not to be confused with the Instability (Path), the dungeon path that features the Shrieker.*

## Special Effect

### Effect

Attacks inflict a random status effect

Instability is a Legendary-tier item that is equipped in the Charm slot.

While equipped, your attacks will inflict a random status effect on creatures.

## Notes

* The possible status effects that Instability can apply include:
	+ Freeze
	+ Ensnare
	+ Poison (1 Stack)
	+ Petrify (1 Stack)
Freeze

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

When used, the Freeze scroll will  Freeze any creatures in front of the player.

## Synergy

* Blizzard, Boots, Cold Blooded, Cryokinesis, 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.
Precious

## Special Effect

### Effect

Scroungers hunt you instead of fleeing. Item gains +1 to random stat for each Scrounger killed

Precious is an Epic-tier item that is equipped in the Gem slot.

While equipped, Scroungers in the dungeon will move towards you and attack you instead of attempting to flee from the dungeon. In addition, each Scrounger kill will cause Precious to gain +1 to a random Primary Stat.

## Strategy

Precious easily lets you turn the otherwise slippery Scroungers into easy killing fodder, along with the additional stats with each Scrounger kill while the Precious is in your possession.

Great caution should be taken if you plan on taking on the Light Ending while equipped with Precious; the Scroungers in those floors will all be Luminous, boasting greatly increased  Health and  Attack stats.

## Notes

* Unlike most items, the stat increases are applied to Precious itself rather than the player.
	+ If you want to keep the stat gains, you'll need to destroy it with an item like Soul Craft or via the Wishing Well.
Eruption

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

While equipped, your  Critical Hits will deal 3x the damage instead of 2x.

## Strategy

If you've got a decent amount of  Crit Chance, taking Eruption is an easy way to boost your damage. Just remember that Critical hits don't deal increased damage if an opposing creature's  Defense is higher than your  Attack - most notably seen with Phase Fiends in the end-game.
Changeling Belt

## Special Effect

### Effect

Every 5 turns, randomly transform a front card Stat Boost, Potion or Scroll into a different one

### Effect Cooldown

5 Turns

The Changeling Belt is a Legendary-tier item that is equipped in the Legs slot.

While equipped, the Changeling Belt will randomly transform Stat Boosts, Potions and Scrolls in front of the player into different ones of the same type; for example, a Standard Stat Boost can be turned into a Cursed, Compromise or Specialized Stat Boost. This effect will occur every 5 turns.

## Strategy

Because the cooldown on this item requires only passing rather than attacking, clearing the room of enemies before using any of the applicable front cards essentially lets you choose whatever type of Stat Boosts, Potions or Scrolls you want. This makes low or negative  Clarity builds inconsequential, as you can simply re-roll cursed Stat Boosts or Potions into their non-cursed versions.

## Notes

* Unlike creatures which can only be transformed once, Stat Boosts, Potions and Scrolls can be transformed multiple times by the Changeling Belt.
* Scrolls will maintain their rarity between transformation; so a Rare-tier Scroll can only be turned into a different Rare-tier Scroll.
	+ However, if playing with the Glow Stone, there is a chance for Scrolls to go up one tier when Changeling Belt transforms them. Scrolls that have been rolled into a higher rarity can also be transformed back into their original rarity.
Banishing Mace

The Banishing Mace is a Legendary-tier item that is equipped in the Weapon slot.

While equipped, the Banishing Mace causes your attack targets to be randomly teleported elsewhere on the dungeon floor.

## Strategy

The Banishing Mace is helpful for getting rid of threats like Roaming Firebeads and other enemies with unsavory Death Effects. However, it also makes it harder to kill more durable enemies, especially bosses, as they'll be repeatedly teleported around the dungeon floor.

## Notes

* Creatures will still retaliate against the player when attacking with the Banishing Mace equipped.
Phase Fiend

The Phase Fiend is a creature that begins to appear around the Ruins (Floor 11+), and can appear in certain alternative Paths.

## Strategy

The Phase Fiend is one of the hardiest enemies in the Ring; high Damage, Piercing, Defense and Speed make these one of the most formidable creatures to come across. Fighting one directly is *extremely* dangerous, if not outright lethal.

However, they have one big weakness: they only have 5 Health (regardless of difficulty). Any sort of Defense-ignoring damage, such as Explosions, Poison, Soul Damage, and so forth - can easily dispatch Phase Fiends with much less hassle.

## Notes

* Phase Fiends will actually become friendly while equipped with the Phase Friend gloves.
	+ In addition, Phase Friend allows you to teleport between nearby Phase Fiends and spawn 3 extra Fiends in each dungeon.
	+ If the Heart Power scroll is used while Phase Friend is equipped, it'll cause all Phase Fiends to deal 25 damage to any neighboring creatures; coupled with the extra Fiends from the gloves can basically nuke a whole dungeon floor.
	+ Phase Fiends can still be killed and will still provide Souls, but you will have to use indirect means of damaging them.
Inverted Candle

## Special Effect

### Effect

Invert all items' primary stats. Player starts with Chaotic Underwear, Diamond Spoon and a Shadowstep Scroll.

The Inverted Candle is a starting Light that inverts the Primary stats of all items in the game; this item can be unlocked by upgrading the Spoon into the Diamond Spoon.

In addition, you start with the Chaotic Underwear, the Diamond Spoon and a Shadowstep Scroll. As a result, you begin the game with high  Attack and  Defense stats, guaranteed First Strikes, but only 1  Max Health.

## Strategy

Due to the inverted stats, many items become much more risky to take due to stat losses, if not outright detrimental. Meanwhile, items that gain benefits from having negative stats such as the Striker's Veil and the Nefarious can become more reliable options.

Be careful when swapping your starting items away: The Chaotic Underwear basically guarantees that you'll always attack first, so swapping it out or losing it can be extremely detrimental if you're not prepared to forgo it. Likewise, the Diamond Spoon trades away your  Max Health for a significant boost in  Attack and  Defense.

Direct increases in  Dodge Change,  Critical Hit Chance and  Stealth Chance are unaffected by the Inverted Candle's effect; however, negative  Speed and  Clarity stats will reduce these bonuses.

Stat boosts granted from Special Effects - such as Weightless, the Black Opal, and the Scale Top - are not affected by the Inverted Candle.

The starting 1  Max Health and limited options for increasing your max HP makes even tiny amounts of damage from Defense-ignoring sources such as  Explosions or  Poison much more dangerous.

## Notes

* Due to the player's starting health at 1 Max Health, this makes it helpful in unlocking a number of Health-related achievements, such as "Poor Choices", "Near Death Experience", and "Flesh Wound."
Constrictor

The Constrictor is a creature that begins appearing in the later floors of the Swamp, and will continue to appear until the end of a run.

## Mechanics

The Constrictor's attacks inflict Intimidate, which prevent the player from attacking them if the Constrictor goes first.

## Strategy

Due to the Constrictor's Intimidate, direct combat is impossible if the player isn't faster than the Constrictor. Not to mention the Constrictor's *massive* Piercing damage can tear through a low-Defense player's Health if forced to try and sneak past it. However, if the player can beat the Speed of the Constrictor, it's a very easy kill that grants a good sum of Souls.

If melee combat isn't an option, indirect sources of damage (Splash Damage, Explosions, etc) can potentially help dispatch a Constrictor.

## Notes

* The Blindfold makes the player immune to the effect of Intimidate, allowing them to attack Constrictors even when going second.
Gnawling

The Gnawling is one of the first creatures the player will encounter in the Ring, appearing only within the first few floors of a run.

## Strategy

The Gnawling is an incredibly frail creature that is easily beat with even a marginal stat boost beyond the player's initial stat line. The only notable difference between difficulties is the additional Piercing damage in Hard mode, meaning you can't completely block damage so easily.

## Notes

* Reaching the 10th Floor without hurting a Gnawling will grant the "Friend of Vermin" achievement.
Hatchling

The Hatchling is a unique creature that only appears in the Dark Ending.

## Mechanics

During Owl's second phase, he will begin spawning Hatchlings when summoning creatures. After a few turns, Owl will turn any Hatchlings on the floor into Luminous Crooked Loombirds, who will begin moving towards the player to attack.

## Strategy

Due to how large the Ring of creatures can be in the boss fight, it may not be feasible to take all of them out. Unevolved, their only main threat is their high Speed stat and notable Piercing Damage when passing or engaging them.
Hex

Hex is a Rare-tier item that is equipped in the Scroll slot.

When used, Hex  Transforms the target creature into a Froggy.

## Strategy

Hex lets you turn a very dangerous creature into a harmless Froggy, letting you pass by freely and diffuse a dangerous situation. Both the  Transformation effect and the summoned Froggy can synergize with a number of items in the game as well.

## Synergy

* Changeling Crown, Goblet, Soul Raiser: Item effects that activate off of the Transform effect.
* Hunter's Formula, Mimicry Formula: Items that can affect the outcome of the Transform effect.
* Friend of Frog, Heart Power, Pocket Frogs: Items that can be powered by or gain benefits with Froggies.

## Notes

* Hex cannot be used on creatures that have already been  Transformed.
Crown of Clarity

The Crown of Clarity is an Epic-tier item that is equipped in the Head slot.

While equipped, the Crown doubles your  Clarity stat.

## Strategy

While the Crown of Clarity *does* double your Clarity, it also reduces your Clarity by -8. Unless you can overcome that steep Clarity reduction, the double Clarity from the Crown becomes negligible if not detrimental.

However, if you're using items that rely on having negative  Clarity (such as the Tainted Cleaver or Nefarious), it may actually be beneficial to take the Crown and further knock your Clarity into the negatives.
Blizzard

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

When used, Blizzard will  Freeze *all* creatures on the floor.

## Synergy

* Boots, 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.
Rebirth

Rebirth is an Epic-tier item that is equipped in the Necklace slot.

While equipped, Rebirth will allow you to defy death and resurrect with full  Health; once the effect is activated, Rebirth will destroy itself.

## Notes

* Multiple Rebirths can be found in a single run, each one providing a single revive.
	+ The player must have their current Rebirth either be destroyed or replaced to be able to find a second one.
Owl (Boss)

Owl is the final boss you fight in the Dark Ending.

### Phase 1

Owl starts the fight at the other end of the Ring, and begins by spawning creatures onto the floor. He will proceed to chase after the player, attacking them if they are in front of Owl at the end of their turn.

To be able to damage Owl safely, the player needs to damage Owl with a Firehive or Firebead; this will stun Own for four turns, allowing the player to damage him freely without retaliation. Once the stun wears off, Owl will react by attacking to the left and right of his position before leaping away to the back of the Ring.

Once Owl's Health has been reduced to 50%, he will enter Phase 2.

### Phase 2

Once Phase 2 starts, Owl will take to the center of the Ring where he cannot be harmed and summon more creatures; this time he will summon Boundless Souls that have to be destroyed to draw him out. He will also summon unique Hatchlings that will turn into Luminous Crooked Loombirds after 5 turns. While Owl is in the center, he will also regularly attack the spaces in front of the player, requiring them to move two spaces away to avoid them.

Once a Boundless Soul is killed, Owl will return to the Ring stunned as usual. Once the stun wears off, he will continue chasing the player like in Phase 1. He can be stunned again by killing another Boundless Soul or with a creature's explosion.

At 25% Health he will leap back into the center of the Ring and perform a ranged attack similar to his usual ranged attack - this time targeting random cards on the floor; this attack will hit after 5 turns.

## Notes

* The Owl has a hard damage cap during his first phase; his Health will not go past 50% until the second phase starts.
	+ The only thing that can bypass this is the effect of Seeing Double, as the effect simply insta-kills creatures.
* During the ranged attacks with a five-turn countdown, removing a targeted card by either defeating an enemy or using the item card will cause the target to disappear rather than moving to a new card.
* Owl cannot be blocked by creatures with the Blocker trait and will pass through them.
* There is a situation where Owl can get stuck and unable to move towards the player; if (in order from closest to the player on the left side) a Shackles/Huge Shackles, Owl and a Drifter are located in this order on the left side, Owl will be unable to move towards the player since the Drifter's movement always goes first, followed by Owl attempting to chase after the player.
	+ Owl will remain stuck like this until either one of the creatures dies or the player moves to the right side of the Ring, causing Owl to travel on the right side to chase after the player.
* If you are able to "kill" Owl within the Reprieve Path, you will be locked into the Dark Ending. However, he will also start the boss fight with 25% of his Health missing, making the first phase shorter.
Flail

The Flail is a Legendary-tier item that is equipped in the Off-Hand slot.

While equipped, the Flail causes the player to strike twice when attacking a creature.

## Strategy

The Flail is a very strong item simply by doubling the number of attacks you perform. However, caution should be taken as the second attack will double any negative on-hit effects as much as it amplifies your positive effects. Opposing Spinebacks with their  Thorns out will hurt twice, and status effects like  Freeze may be removed because of the first attack and gone on the second attack, activating once dormant Death Effects.

## Notes

* On-hit effects from items such as the Soul Torch will activate twice.
	+ However, if the enemy dies before the second attack occurs, on-hit effects will only activate once.
* Knockback effects will also activate twice, moving the creature back two spaces instead of one. However, if the creature would die with the first hit, it will only move back one space.

## Synergy

* Dual Wield: Both enemies will be attacked twice.
Grim Seal

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

While equipped, the Grim Seal with double all  Soul gain if the player's  Clarity is below -5.

## Synergy

* Dealer's Hood, Gambler's Reward, Nightmare Walker, Nefarious, Tainted Cleaver: Other items that benefit from negative Clarity.
* Darkened Blade: Increases Soul Gain while Clarity is in the negatives.
Molten

## Special Effect

### Effect

Reduce Explosion damage taken by 1 per Diviner item. Explosions deal +33% damage

Molten is an Epic-tier item that is equipped in the Body slot.

While equipped, Molten will reduce  Explosion damage taken by the player by -1 for each Diviner item equipped. However, it will also causes Explosions to deal 33% more damage.

## Strategy

On its own, Molten is a risky item to take as it increases the damage dealt by  Explosions to *all* creatures, including the player. However, combining it with other equipped Diviner items can help offset the increased damage the player will take.

Ironically, Molten can also be handy with less Diviner items if the player is using the Hungry Sun or the Alchemy Belt as the increased  Explosion damage means more Healing and  Souls respectively.

## Notes

* Molten's  Explosion damage increase will stack with the effect of Fire Dance.
Patience

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

## Mechanics

The player will always appear on the opposite side of the exit door. Between the player and the exit will be a combination of Scrolls, Mimics and creatures. However, the player will only have enough time to take one of the paths due to the presence of the unique Stone Shifters.

Two Stone Shifters will always spawn in Patience; one on each side of the exit door. The Stone Shifters will be dormant for 8 turns, which the player can safely pass by. However, once the Turn timer on the Shifters runs out, they will become active.

Active Stone Shifters will have the Blocker trait, and will proceed to move towards the player and box them in.
Hunter's Formula

The Hunter's Formula is a Legendary-tier item that is equipped in the Jar slot.

While equipped, the Hunter's Formula has a 30% chance of causing a  Transformed creature to turn into a Scrounger instead.

## Synergy

* Hex, Transformer, Dark Defiance, Dark Pact, Goblet: Items that can transform enemies.
* Changeling Crown, Goblet, Soul Raiser: Item effects that activate off of the Transform effect.

## Notes

* Creatures that are transformed by the effect of the Embracing Chaos Alt Path can also be affected by the Hunter's Formula.
Immolation

Immolation is a Rare-tier item that is equipped in the Off-Hand slot.

While equipped, your attacks have a 25% chance to change the target's Death Effect to a 4-damage  Explosion.

## Notes

* The Immolation's effect can activate even if your attack kills a creature in a single blow.
* The Immolation's effect works excellently with the Hungry Sun and the Inferno, providing a regular source of  Explosions to power their effects regardless of your depth in the Ring.
* Immolation's effect can overwrite stronger  Explosion Death Effects, essentially reducing their Explosion damage.