Consumables are items that show up on the HUD below equipment on the left side of the screen, which can be used by pressing Up + Left. The player can only hold one consumable item at a time unless they have the Backpack or the Bag of Holding, both of which expand their inventory.
Consumable | Use | Notes | ||||||||||||||||||||||
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Explodes in an area of 3x3 tiles after 3 beats, destroying walls, traps, equipment, and gold piles. Turns ice into water and removes water on affected tiles. The explosion deals 4 normal damage to enemies and 2 hearts of damage to the player. |
The only consumable item which has its own slot and can be infinitely stacked. Can be used by pressing Down + Left. The explosion does not affect chests, but opens crates and barrels, damages Teh Urn, and destroys all types of Gargoyle. | |||||||||||||||||||||||
Gives the player 3 Bomb. | ||||||||||||||||||||||||
Instantly restores some health. Makes the player invincible for the beat it is consumed. |
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Allows the player to stand still and build up attack power with each use. Multiplies weapon's base damage for one attack by 2 after single use and by 3 after five uses. Damage bonus is lost when the player moves. |
Notice that it is especially useful for enemies that move every beat.
The War Drum multiplier stacks additively with the Karate Gi and Scroll of Gigantism. For example, when wearing a Gi, 1 beat on the War Drum increases the base damage multiplier from 2 to 3. Unlike most other consumables, the War Drum can be used an unlimited amount of times without disappearing from the Item or Pack slot. | |||||||||||||||||||||||
The player takes 0.5 hearts of damage. On the next beat, the player's attack damage is increased by 999 and the player can dig any wall. |
This item can kill the player if used while at half a heart of health. The Blood Drum's digging action depends on the equipped tool. With most shovels, a single wall is dug, but the Pickaxe still requires multiple digs to destroy stronger walls, whereas the Shovel of Strength will dig up to eight adjacent walls. Unlike most other consumables, the Blood Drum can be used an unlimited amount of times without disappearing from the Item or Pack slot. | |||||||||||||||||||||||
Grants the player 20 seconds of free movement out of beat with the music (like the Bard). | A timer will replace the heart and beat markers at the bottom of the screen. (The In-game item is called pacemaker) | |||||||||||||||||||||||
Deals 5 normal damage to all enemies in a 3x3 area centered on the player. Heals the player for 1 heart per enemy damaged. | Does not damage any shopkeeper, even when aggressive.[1] | |||||||||||||||||||||||
Current weapon will be changed into a Blood, Golden, Glass, Titanium, or Obsidian version of that weapon. Daggers may also become Frost, Phasing, or Jeweled. Weapons cannot become Blood or Gold. Also, Daggers are guaranteed to be changed to special daggers: Frost, Phasing, Jeweled or Electric. |
Tries to choose a unique weapon/type combination with respect to previously existing weapons. If all types of the weapon have existed in the run, a previous type will be chosen. Does nothing if no weapon is held. Has no effect on weapons such as the Rifle or Jeweled Dagger.
When used on a Glass Shard, the shard will be changed as if it is a Dagger. | |||||||||||||||||||||||
Casts Greater Fireball. | ||||||||||||||||||||||||
Causes monsters to run away from the player for 14 beats. | Many monsters have counter-intuitive reactions. See Fear for a complete list. | |||||||||||||||||||||||
Casts Greater Freeze. | ||||||||||||||||||||||||
Causes the player to grow in size and power for 50 beats. The player deals double damage, takes half damage, can dig walls in a 3x3 area one level higher than their shovel would normally allow, ignores water/tar/ooze, and does not trigger floor traps. | Sometimes acquired from defeating a lord monster. With a shovel that can normally dig level 3 walls, it is now possible to mine gold walls. Glass Shovel and Blood Shovel can mine gold walls without shattering or paying health, respectively. With a Blood Shovel and a Miner's Cap, gold walls will be destroyed by walking past them as if they were dirt walls; no health is paid, but they won't dig a 3x3 area. The double damage bonus is applied to base damage and stacks additively with the Karate Gi and War Drum. The half damage is applied after armor and is rounded down. While gigantic, the player is still affected by ice, hot coals, wind spells and knockback. | |||||||||||||||||||||||
Removes most walls in a 10 tile radius around the player. Deals 1 phasing damage to enemies within this radius. Does not affect flying creatures, sleeping Mimics and Tar Monsters, buried Moles and Fortissimole. |
Very useful for King Conga and Deep Blues. Also makes it very dark, since the torches on the walls are destroyed.
The earthquake damage bypasses Dead Ringer's defense, dealing 1 damage to him. It damages Coral Riff, but doesn't damage its tentacles. | |||||||||||||||||||||||
Rewards the player with a base reward of 50 coins. This is affected by your coin multiplier when used. | Affected by Crown of Greed. | |||||||||||||||||||||||
Casts Greater Shield. | ||||||||||||||||||||||||
Casts Greater Transmute. | ||||||||||||||||||||||||
Casts a "Need" spell, resulting in various effects depending on the situation. | The Scroll of Need will have one of the following effects, in decreasing order of priority. Note that an effect is skipped if it would have a lethal or invalid impact on the character (for example, Aria will not be given a Glass Rapier):
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Thrown 3 tiles away from the player in the direction the player last moved. Explodes in an area of 3x3 tiles after 1 beat, destroying walls, traps, equipment, and gold piles. Turns ice into water and removes water on affected tiles. The explosion deals 6 normal damage to enemies and 3 hearts of damage to the player. |
All held Bombs become Grenades when holding the Grenade Charm. Can be used by pressing Down + Left. The explosion does not affect chests, but opens crates and barrels, damages Teh Urn, and destroys all types of Gargoyle. | |||||||||||||||||||||||
Instantly restores 1 health. Makes the player invincible for the beat it is consumed.
Allows the player to view the current level's map when consumed. |
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Instantly restores 0.5 health. Makes the player invincible for the beat it is consumed. | Can be stacked. Picking up more will add to any you are already holding. Comes in stacks of 6. | |||||||||||||||||||||||
Instantly restores some health. Makes the player invincible for the beat it is consumed. If the player would restore more hearts than what they currently have, they gain the necessary amount of heart containers as if the Gluttony Charm was equipped. If the Gluttony Charm is equipped, it is not consumed when eating magic food. |
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Instantly restores 1 health. Makes the player invincible for the beat it is consumed.
If the player would restore more hearts than what they currently have, they gain the necessary amount of heart containers as if the Gluttony Charm was equipped. If the Gluttony Charm is equipped, it is not consumed when eating magic food. Allows the player to view the current level's map when consumed. |
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Instantly restores 0.5 health. Makes the player invincible for the beat it is consumed.
If the player would restore more hearts than what they currently have, they gain the necessary amount of heart containers as if the Gluttony Charm was equipped. If the Gluttony Charm is equipped, it is not consumed when eating magic food. |
Can be stacked. Picking up more will add to any you are already holding. Comes in stacks of 6. | |||||||||||||||||||||||
Instantly refills the player's health. Makes the player invincible for the beat it is consumed. All of the player's Hearts are converted to Cursed Hearts. |
Cursed heart containers disappear when damaged. Normal health is deducted before cursed health. Cursed health can be converted to normal health by healing or eating food. | |||||||||||||||||||||||
Thrown in a straight line away from the player in the direction the player last moved. Deals 3 piercing damage to the first enemy it hits. Stops when it hits a wall. |
Can be stacked. Picking up more will add to any you are already holding. Comes in stacks of 3. | |||||||||||||||||||||||
Casts Earth. | Does not interact with the Ring of Mana. Can be stacked. Picking up more will add to any you are already holding. Comes in stacks of 3. | |||||||||||||||||||||||
Casts Fireball. | ||||||||||||||||||||||||
Casts Pulse. | ||||||||||||||||||||||||
Casts Freeze. | Does not interact with the Ring of Mana. Can be stacked. Picking up more will add to any you are already holding. Comes in stacks of 2. | |||||||||||||||||||||||
Casts Shield. | ||||||||||||||||||||||||
Casts Transmute. | ||||||||||||||||||||||||
Casts Greater Pulse. |