There are no comprehensive item tier lists for this game so Ill try my best to list every item fairly, rank them based on how useful and valuable they are, and explain how they got their rankings.
This guide is a useful list of items and how good they are! This guide intends to present practical use of items over different scenarios that you may encounter during the game. This isn’t intended to be an introduction to Crypt of the Necrodancer, as we won’t be going through every detail of every item and only the relevant use cases for each.
If it’s the basics is what youre looking for, follow these awesome resources here instead:
https://steamcommunity.com/sharedfiles/filedetails/?id=315510503 – [steamcommunity.com]
And if you just need a more in-depth presentation of items stats, refer to the wiki for a more complete comparison of stats: Crypt of the Necrodancer Wiki – [fandom.com]
This guide goes over most of the game’s content, that includes the DLC! And if you’re wondering if the DLC is worth it, I strongly recommend it.
Of course, one person’s playstyle and experience can never fully measure an items usability, so helping and actually pointing out things I’ve missed will be greatly appreciated!
Lastly, this guide is mostly done, but some images still need to be sorted out and uploaded.
|Obsidian||Obsidian – Due to the ease of maximizing the groove chain (even after just losing it), Obsidian items tend to perform better average-wise especially to more experienced players. Extremely synergizes with other Obsidian items and Ballet Shoes.|
|Blood||Blood – Gives 0.5 health per ten kills, and does 999 dmg at 0.5 player health. The healing alone makes this material great, and may even outclass Obsidian ones depending on the circumstance. Synergizes with Crown of Thorns.|
|Titanium – A +1 increase in damage is an always welcomed upgrade.|
Gold – Does 999 dmg whenever gold is picked up, but due to the limit of how much gold piles there are in the level, along with them needing to be in an adjacent spot next to monsters makes this material barely better than Normal ones. Also gives +1 gold per kill.
|Glass – The 4 dmg may seem worth it over the risk, but needing TWO beats to re-equip shattered items are often run-enders since players usually get hit most in chaotic scenarios, which is the worst time to be vulnerable. You also can’t pickup items in enemy occupied spaces. Additionally, whereas Obsidian items penalizes you by resetting the grove chain, something you can actually recover from, Glass items offer no such recovery and only punishes the player. Best used with protection items such as the Glass Armors, Crown of Teleportation, Ring of Shielding, or Frost Charm.|
Normal – Nothing good, but nothing bad either.
|War Hammer – Very few weapons have reliable range or splash dmg, but this weapon has both. With its 6-tile attack range it easily clears out a path for the player to move or escape to. Unlike its alternative the Blunderbuss (the only other weapon with consistent range and splash dmg), this weapon deals no self-knockback, requires no reloading, and its range is concentrated on 3×2 in front of the player. This weapon removes any cardinally or diagonally positioned enemy that would attack the player within a chosen direction and gives a wide window for the player to focus on other directions.|
Rifle – An upgrade to the Bow and Staff with a buffed 3 dmg, this weapon allows enemy sniping up to 20 tiles away and virtually removes close combat kiting effectively guarantees player safety at long range. Also deals ‘Piercing’ dmg which are useful for problem enemies (Blademasters, Armored Skeletons, Armadillos, Beetles, Knights, Orcs, and Devils) which are normally a problem for most other weapons. All ‘range’ weapons can also function as a makeshift Dagger during close emergency encounters.
|Crossbow – Functionally just a Bow with +1 range, but requires reloading to compensate. Deals ‘Piercing’ dmg.|
Bow – Functionally similar to the Longsword, but trades one one tile of range (total of 3) for the loss of the Long sword’s ability to double hit.
Cutlass – A better alternative to the Longsword due to its parry abilities. Parrying gives invulnerability when attacking.
|Frost Dagger – Identical to the Jeweled Dagger, but requires two hits on 5- or lower health enemies when the Jeweled version requires one. The upside is that this weapon deals ‘Piercing’ dmg. Extremelysynergizes with the Ring of Frost and deals 999 PER HIT.|
Electric Dagger – Think of it as using a buffed Titainum Harp bred with a Staff; a good 2 dmg crowd control weapon, but with an infinite arcing range. However, the splash dmg this weapon does is dependent on enemy positioning. Synergizes with Zone 5 conduit tiles.
|Harp – A weapon with an 8-tile range around the player. The Harp outclasses the Broadsword by attacking like the Broadsword, but in all directions at once.|
Staff – An upgraded Longsword; hits all opponents in its lane, not just the first two tiles.
Jeweled Dagger – An upgrade to the Dagger with a 5 dmg stat. Notably, since no enemy nor boss has greater than 10 hearts, this weapon will always kill everything (other than invulnerable/shielded enemies) in two hits or less. Outclassed by the Dagger of Frost only due to this weapon’s lack of any synergy.
|Longsword – An upgrade of the Spear; hits both opponents at once in its two range tiles. Possibly outclassed by the bow, due to how situational enemies line up in front of you at the same time.|
Whip – An upgrade to the Broadsword. Being able to hits enemies that are at the far sides might be less desirable than being able to hit those in front of the player, however.
|Broadsword – Outclassed by the Whip and Harp.|
Rapier – A situational alternative to the Spear or its upgrades. Can do 2x dmg when lunging.
Axe – A more situational version of the Broadsword. But unlike the similarly situational Rapier, this weapon offers no 2x dmg.
Spear – Outclassed by the Longsword.
|Dagger||Dagger – You’ll always want to replace this.|
These are weapons with a very unique playstyle and cannot be comparatively measured with other weapons.
|Cat o’ Nine Tails|
Dagger of Phasing
Eli’s Prosthetic Shovel
|Cat o’ Nine Tails – Requires practice, but does the job well.|
Flail – Notable for being one of the only two weapons with natural knockback. Great for crowd control.
Blunderbuss – The only weapon with a ‘cone’ range. Reloads and does self-knockback.
Dagger of Phasing – Has 2 dmg and is the only weapon with ‘Phasing’ dmg. Phasing dmg allows to hit all enemies without fail. Includes ghosts and ghoul variants, all mimics, underground moles, and even the normally untouchable Dead Ringer and King Conga while on his throne. Also deals well against Blademasters, Shields, Beetles, Armadillos, Knights, and Devils. This item’s viability and playstyle became obsolete due to the spawn removal of the Ring of Phasing in the DLC.
Mystery Weapon – RNG.
Golden Lute – The game’s plot item. Notable for being able to hit enemies around you as you approach them. This weapon doesn’t require an additional beat to attack like most weapons, and covers six surrounding tiles at once; meaning, simply moving kills nearby enemies. A Tier if this weapon wasn’t limited to specific story characters.
Flower – Peace was always an option. F Tier.
Eli’s Prosthetic Shovel – Only has knockback; good for tossing enemies into a bomb’s blast radius.
Since most common walls need at least a Dig Level (DL) of 2 or lower, DL 3 shovels tend to be overkill. Shop walls, the only other relevant wall, are at DL 4, which only one shovel can normally dig through.
|Strength||Shovel of Strength – With a DL of 2, a 3×3 area dig, and a +1 dmg, this shovel offers by far the best attributes value-wise. Notable to be the most relevant shovel in boss battles due to its +1 dmg.|
|Crystal Shovel – The only starter shovel with a DL of 3. However, having only one character (Dove) to ever use this hampers this shovel’s rank.|
Battle Shovel – A shovel with a DL of 2, but with an ADDITIONAL effect. Think of this shovel as a doubling as a gold weapon but for dug tiles instead of gold. The 999 dmg it offers after digging is situational, but may come in handy if used correctly. Dig tiles are also by far more abundant than gold piles, which are the only thing restricting gold weapons from high tier. Keep in mind that this additional effect has no impact on boss fights (except Fortissimole) since they lack any dig tiles, however. Synergizes with Earth spell.
Shovel of Courage – This shovel is not as good as the others in this tier, but just by having a DL of 2 with an additional effect justifies its rank at least over those in the lower tiers. It allows dig-dashing; or moving immediately to the dug tile. The invincibility given during the dig-dash is also quite valuable.
|Obsidian Shovel – The downside of this shovel almost doesn’t exist, as the game incentives staying on the rhythm (i.e. groove chain) anyway; even so, re-killing enemies (even static ones like Zone 2 green Shrooms or Zone 3 Cauldrons) bumps your DL back to the ideal value of 2. Additionally, this shovel’s DL can rise to 3, giving more dig options if the player would choose so.|
Pickaxe – On par with the obsidian shovel, but trades dig consistency over obsidian’s ease of not needing multiple hits. A great alternative.
Blood Shovel – The only shovel to normally dig through the coveted shop walls! However, this shovel has an extremely nasty downside of dealing 0.5 hearts per dig on anything BUT dirt. Also has a 3×3 dig.
|Titanium||Titanium Shovel – An always welcomed shovel upgrade.|
|Glass||Glass Shovel – Shop walls have a DL of 4, so a Glass shovel’s DL of 3 doesn’t even justify the risks it brings with itself. Degrades to a dropped makeshift Shovel upon shattering.|
|Normal||Shovel – You’ll always want to replace this, maybe even glass shovels for their ease over risk.|
All torches have a Visibility of 1 unless otherwise stated.
|Torch of Strength – Visibility AND +1 dmg. The only torch to be relevant in boss battles due to its +1 dmg.|
Luminous Torch – A jacked up version of the Obsidian Torch without any of that torch’s penalties. One of the three torches to have the maximum Visibility of 3.
|Torch of Walls – A great alternative for when the Map isn’t obtained. Easily displays the outline of the entire floor, which is the goal of having a torch in the first place. Gets redundant when the Map is acquired, however.|
Obsidian Torch – Starts out at 1 Visibility, but can easily go up to 3.
Bright Torch – Torch with 2 Visibility. A more consistent alternative to the Obsidian Torch.
|Infernal Torch – Digging torch walls cause Greater Fireball spells (8 dmg over the 3 dmg normal Fireball spells have). The situationality and the limited torch walls lowers this torch viability.|
Torch of Foresight – This torch gives a somewhat sense of the floor layout.
Glass Torch – Unlike other Glass items, losing your Glass Torch isn’t as punishing, so finding a free Glass Torch is always appreciated. Has the maximum Visibility of 3 and has an additional effect similar to the Circlet of Telepathy.
|Normal||Torch – Better than stumbling around with nothing. You’ll always want to replace this.|
|Ring of Wonder – Gives the Heart Container effect of the Ring of Peace, has +2 dmg similar to two Rings of Might, Spells have quadruple cooldown like with the Ring of Mana, has the 0.5 protection of the Ring of Protection, heals one heart similar to the Ring of Regeneration, and shops have halved costs like with the Ring of Charisma. Seven ring effects for one ring. Extremely hard to get, however.|
|Ring of Regeneration – Heals 1 heart for the end of the level. Frees the Weapon slot of Blood weapons, the Head slot of the Crown of Thorns, or the Spell slot of the Heal spell if one needs less healing.|
Ring of Piercing – Unlike the Ring of Pain, War, or Might, this ring gives weapons ‘Piercing’ rather than outright +1 dmg. Although additional dmg is more consistent, it is important to remember that sources of additional dmg are far more abundant than sources of ‘Piercing’ dmg. This ring enables weapons that are normally troubled by problem enemies to be able to deal with them. Redundant with weapons with ‘Piercing’ or ‘Phasing’ dmg.
|Ring of Peace – Mainly used for the extra Heart Container and for turning mini-bosses to their weakest variant, notably Dragons.|
Ring of Might – A +1 increase in damage is an always welcomed upgrade.
Ring of Frost – Makes enemies die in no more than two hits. Possibly redundant with dmg increases, but extremely synergizes with Dagger of Frost with a 999 dmg PER HIT.
|Ring of War – Alternative to the Ring of Might, except with the addition of player weapons gaining knockback in exchange for stronger mini-bosses. Particularly troublesome for Dragons.|
Ring of Pain – Basically a splash version of Ring of Might or War, but has an initial cost of dealing 0.5 hearts to the player upon equipping. May offer no benefit for long ranged weapons since the the ring’s effect is only applied to enemies directly around the player.
Ring of Shielding – Notable to be able to prevent Glass items from shattering once. Destroyed upon use.
|Ring of Courage – Is fine on its own, but there are better rings to occupy your slot. Allows dashing forward when attacking, and gives invulnerability during the dash.|
Ring of Shadows – Only worth it when shops have unaffordable S Tier items on sale, or when the player wants to take all items from a “choose one” effect from a shop or shrine. Best acquired for free at Shrines of Darkness, along with a Map and Compass that alleviates this ring’s downside.
Ring of Charisma – Virtually does what the Ring of Gold achieves, but also includes discounts for pawnbrokers and blood shops.
|Ring of Gold – Gives +1 gold per kill and automatically collects gold. Mostly just for shops and shrines that charge gold.|
Ring of Protection – A +0.5 def isn’t a substantially relevant stat increase to merit a ring slot especially if the player already has decent armor.
Ring of Luck – Only usable if you have nothing good.
|Ring of Becoming – You’ll always want to transmute this.|
Ring of Mana – (ive never used this). Requires Spells to function.
Ring of Uncertainty – RNG.
Ring of Phasing – Non-DLC exclusive.
|Monocle – Great for finding more valuable items, hidden gold piles, travel runes, and items inside shrines, boss chests, crates, and barrels. Gets obsolete once the player has a complete set of good equipment however, albeit that rarely happens.|
Crown of Thorns – Heals 0.5 hearts for every 10 kills. Synergizes with Blood weapons.
|Blast Helm – Hard counters Bomb Imps. The headwear itself isn’t much use since bomb damage is rare, but this item always gives 3 free bombs along with it. Notable for when being purchased for 60 gold at a shop, using the item to bomb three shop wall corners give a total of 150 gold (a net profit of 90 gold plus the free helmet) if the player chooses to.|
Sunglasses – Gives +1 increase in damage. This item has a downside of making the enemy hard to identify from its variants, but the increased dmg is usually able to take care of them before they become a problem. Better for more experienced players, or players with longer ranged weapons.
|Spiked Ears – A +2 dmg increase is massive, but this item breaks if the beat is missed. An always welcomed item if the head slot has nothing good in it.|
Crown of Teleportation – Protects the player from dmg once then breaks. Synergizes and protects Glass items.
|Circlet of Telepathy – This item is only good for scouting out the floor layout. Enemies also tend to move your way anyway, so they tend to be naturally seen eventually. Redundant with Glass Torch.|
Miner’s Cap – Allows dig-dashing, automatically digs adjacent tiles, and increases DL by 1 (to a max of 3) and functions as a Torch if no torch is available. Good for navigating the level, but mining too much or too fast can make enemies swarm towards you. Redundant with Shovel of Courage and Torch items.
Helmet – A +0.5 def isn’t a substantially relevant stat increase to merit a headwear slot especially if the player already has decent armor.
|Crown of Greed – This item’s effect of doubled money is good on paper, however, the process of acquiring this item counters what the item tends to achieve. This can only be obtained by killing the shopkeeper, but with no shopkeeper to spend gold on, this item becomes obsolete other than for score, or some shrines or runes.|
Glass Jaw – Doubles player weapon, spell, and ring effect dmg, but causes instant death upon hit. Instant Death. This item is a worse version of the Karate Gi, where dmg received on both sides are only doubled. The Glass Jaw is by far the most punishing item in the game. There are by far better items such as the Spiked Ears or even the high-dmg Glass weapons that offer similar dmg boosts with more palatable downsides. The Glass Jaw extremely necessitates the use of protection items (excluding the Crown of Teleportation since the item is also a similar headwear).
All dmg is in increments of 0.5 starting from 0.5. The player always receives a minimum of 0.5 dmg regardless of how much defense they have. No enemy and miniboss (boss dmg WIP) has an attack of more than 3 dmg; so everything normally deals a maximum of 3 dmg or less to the player. The only exceptions include the shopkeeper’s dmg of 10 hearts and their ghost’s of 5 hearts. See tables below for further comparisons.
|Heavy Plate Armor – The only armor to give the max value of 2 def out of all armors. Gives the player the ‘Heavy’ attribute which prevents movement that isn’t player input. A direct upgrade to the Plate Armor.|
|Plate Armor/Dorian’s Plate Armor – A direct upgrade to the Chainmail with 1.5 def.|
Quartz Armor – Is a slightly weaker alternative to the Plate Armor. Doesn’t reduce much dmg from repeated low dmg enemy attacks, but is able to deal with high dmg enemies better than the Plate Armor and the Heavy Plate Armor. See tables below for comparisons.
|Obsidian Armor – Unlike other Obsidian items which follow a 1/2/3 ratio depending on the groove chain, this armor follows a 0.5/1.0/1.5 ratio instead. Starts out equal to the Leather Armor with 0.5 def, but can easily go up to Plate Armor’s 1.5 def. Caution should be exercised when using this armor because even though reducing hit dmg is the primary goal of having armor, being hit also resets the groove chain and therefore resets the bonuses this armor has. The player can only take a single hit before this item degrades to the Leather Armor’s stats. By far the worst Obsidian item.|
Chainmail – A direct upgrade to the Leather armor with 1 def. A more consistent alternative to the Obsidian Armor.
Heavy Glass Armor – A direct upgrade to the Glass armor. Protects Glass items from shattering three times and gives the player the ‘Heavy’ attribute.
|Glass Armor – Protects the player from dmg once then breaks. Synergizes and protects Glass items.|
Karate Gi – Doubles dmg dealt and dmg taken. Best used with long range weapons.
|Leather Armor – Gives 0.5 def. You’ll always want to replace this.|
Enemy Damage Reduction Table Reference
|Enemy Damage||Dmg taken after Reduction(-2.0)||Dmg taken after Reduction(-1.5)||Dmg taken after Reduction(-1.0)||Dmg taken after Reduction(-0.5)||Dmg taken after Reduction( ->1)|
|2.0||0.0 – > 0.5||0.5||1.0||1.5||1.0|
|1.5||0.0 – > 0.5||0.0 – > 0.5||0.5||1.0||1.0|
|1.0||0.0 – > 0.5||0.0 – > 0.5||0.0 – > 0.5||0.5||1.0|
|0.5||0.0 – > 0.5||0.0 – > 0.5||0.0 – > 0.5||0.0 – > 0.5||0.5|
|Total Dmg Taken||3.5||4.5||6.0||8.0||5.5|
Technically some rows don’t actually result in zero, but anything zero or below is set back to a minimum 0.5 damage anyway, so the same result is achieved.
Shopkeeper and their Ghosts
|Enemy Damage||Dmg taken after Reduction(-2.0)||Dmg taken after Reduction(-1.5)||Dmg taken after Reduction(-1.0)||Dmg taken after Reduction(-0.5)||Dmg taken after Reduction( ->1)|
|Total Dmg Taken||11.0||12.0||13.0||14.0||2.0|
|Winged Boots – Combines the immunity effects of the Lead and Explorer’s Boots, as well as an immunity to all traps. Doesn’t make use of Zone 5 Conduit tiles, however.|
|Lead Boots – The player becomes immune to Ice and Ooze, as well as spike traps. The player gains the Heavy attribute. A preferential alternative to the Explorer’s Boots.|
Explorer’s Boots – The player becomes immune to Water, Tar, Hot coals and Ooze. A preferential alternative to the Lead Boots.
Boots of Strength – A +1 increase in damage is an always welcomed upgrade.
|Boots of Pain – Basically a 3 dmg version of Boots of Strength when moving towards enemies, but has an initial cost of dealing a significant 1.5 hearts to the player upon equipping. Keep in mind that since range weapons attack from afar and lock the player in place rather than moving them forward, most range items receive no effect from the Boots of Pain.|
Ballet Shoes – Prevents the groove chain from resetting. Synergizes with Obsidian Items.
Glass Slippers – Combines the immunity effects of the Lead and Explorer’s Boots and makes full use of conduit tiles. Shatters when the player is hit like all Glass items. Best used with protection items such as the Glass Armors, Crown of Teleportation, or Frost Charm.
|Boots of Leaping – Only good for level navigation and outrunning enemies.|
Hargreaves – A +0.5 def isn’t a substantially relevant stat increase to merit a footwear slot especially if the player already has decent armor.
Boots of Speed – Level Editor exclusive.
Boots of Lunging – (ive never used this)
Spells, Scrolls, and Tomes
Spells are renewable items that are regenerated when a set amount of enemies are killed, while scrolls (single-use greater spells) and tomes (stackable spells) function virtually the same as spells but with limited uses. The table below only shows the spell’s icon, but the item placement includes their corresponding consumable scroll and tome for simplicity’s sake.
|Heal – Heals for 0.5 hearts every 15 kills. Turns Sarcophagi and enemies capable of summoning other enemies into infinite healing sources.|
Transmute – Turns useless items into random but possibly better items. This item basically rerolls item spawns in the player’s favor. Notable to be the only way to get the best ring in the game, the Ring of Wonder. Additionally, if the Ring of Becoming isn’t found, this spell can transmute other items into that ring by chance, making the Ring of Wonder more accessible. Best used on shops for maximum chances, and low cost trash items even retain their prices even if the transmuted item turns into something more valuable.
|Bomb – Renewable source of Bombs for shop walls, crates, and shrines, or can be used for general crowd control.|
Fireball – Similar usage to the Bomb spell, but trades the ability to destroy shrines and shop walls for longer crowd control range.
|Freeze – Freezes enemies to allow a brief window of safety to the player. A preferential alternative to the Shield spell.|
Shield – Allows a brief window of invulnerability to the player. A preferential alternative to the Freeze spell.
|Transform – A toggable spell that allows 0.5 healing every 5 kills when transformed, but does not make use of any equipped items while the spell is active. Permanently occupies a spell slot. Best used with more Heart Containers.|
Pulse – An alternative to the Fire spell. Requires practice, however.
Earth – An alternative to the Shield spell, but tends to perform more situationaly. Synergizes with Batlle Shovel.
These are scrolls with no tome or spell counterparts. Scrolls tend to be outclassed by spells, and the consumable slot is often prioritized with healing items. It’s usually hard to justify carrying a scroll if there are other consumables.
|Scroll of Enchant – Turns weapons with their Titanium, Glass, or Obsidian counterparts. Daggers are turned into special daggers. Best acquired after activating and destroying a Shrine of Peace, which turns the Dagger given for a Heart Container into its special variant if the player chooses so.|
Scroll of Need – Great for players lacking an item in an equipment slot, or when at 0.5 player health for a Potion. Caution should be exercised when using this item, since this scroll can turn all of your equipment to Glass if no equipment slot has no item.
Riches Scroll– Gives 50 gold. Activates Gold weapons 999 dmg once.
|Fear Scroll – Unlike the Shield or Freeze spell which allows you to deal dmg to enemies alongside being given a window of safety, this scroll just gives the player some breathing time without actually resolving the amount of enemies you still need to deal with.|
Earthquake Scroll – Removes most Walls in a 10 tile radius around the player. Deals 1 damage to enemies within this radius. May cause enemies that survived to swarm and reach you, however.
Scroll of Gigantism – Acts as a pseudo-shield spell which allows the player to tank enemy dmg while dealing double dmg back. The complete invulnerability offered by the Shield spell may be more desirable, however. Also increases DL by 1, however this is mostly irrelevant.
Rat Familiar – Deals 1 ‘Piercing’ dmg. Capable with dealing with problem enemies by just moving the familiar into their tile. Also frees a tile to move to as long as the enemy is at 1 heart. S Tier.
Ice Spirit Familiar – Freezes enemies in place. Does this on the turn it occupies the same tile as the enemy and instantly cancels enemy action. A Tier.
Dove Familiar – Teleports enemies away from you. Makes it mildly difficult to hit enemies, but always frees a tile to move to. B Tier
Shopkeeper Familiar – Heals 0.5 hearts once for every stack of 25 gold pile it touches. Just steals them otherwise. In other words, consumes but does nothing on lower value gold piles, and never heals for more than 0.5 hearts even on bigger value gold piles. C Tier.
Pickups (Charms, Map, Compass, Coupon, Monkey Paw and Potion)
Since the player can amass any number of pickups, collecting everything or as much as you can is the main objective here.
Holster – Swapping two weapons mid- or pre-fight is unconventional, and having a Holster means having no additional consumable slot for later.
Backpack – Great for holding onto healing items, tomes or spells.
Pack of Holding – Basically an upgrade to the Backpack.
Bombs and Heart Containers
You’ll always want these, even cursed Heart Containers.
Has magic variants.
Apple – Heals for 1 heart.
Cheese – Heals for 2 heart.
Drumstick – Heals for 3 heart.
Ham – Heals for 4 heart.
Carrot – A direct upgrade to the Apple. Reveals the layout of the current floor entirely.
Cookies – Heals as much as the Drumstick, but the amount health can be in controlled amounts. Stacks.
War Drum – Not technically a consumable. Using this will allow the player to stay still while on beat. An alternative to dig-buffering.
Blood Drum – Not technically a consumable. Using this will allow the player to stay still while on beat for the price of 0.5 hearts, but will allow the player to deal 999 dmg and grants the highest DL. An alternative to dig-buffering.
Heart Transplant – Grants the player 20 seconds of free movement out of beat with the music. Enemies move with the player’s movements.
Holy Water – Acts similar to a Bomb but with no self-recoil. Heals a heart for every enemy hit.
Cursed Potion – Fully restores health, but curses all Heart Containers. A fully cursed heal is always better than dying.
Throwing Stars – Similar to throwing Daggers but with 3 ‘Piecing’ dmg. Stacks.
This is my first attempt at making a guide, so mistakes are bound to be made! Sorry in advance! Once I’ve been notified that I’ve missed something, I’ll get to it as soon as I can.
Thanks for reading and any constructive comments and ratings are much appreciated!
I hope this guide helped you in any way and I hope you have fun playing Crypt of the Necrodancer!
I hope you enjoy the Item Rank and Tier List – Crypt of the NecroDancer guide. This is all for now! If you have something to add to this guide or forget to add some information, please let us know via comment! We check each comment manually!
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