Are you one of the players who are just getting started in Mana Spark? This guide will help you get familiar with the in-game items and their effects.
Poison, Slow, Petrify, and Freeze
Let’s start with some effects. Poison deals a bit of damage over time for a short duration. Slow obviously slows enemies and lasts indefinitely. Both are excellent at keeping enemies at bay and avoiding direct combat. Petrification paralyzes enemies until they take damage again, including poison damage. Freeze stops enemies as well and ignores damage, typically for 4s, but is sadly canceled out by Petrify.
There is an Active Item for each effect (not listed here) and various Passive Items, a skill, and an Orb.
- Your attacks poison enemies (Wolfsbane Flower)
- Your attacks slow enemies (Spider Touch)
- Your next attack petrifies if you don’t attack for some time (Guard Skill: Virtue of Patience)
- Your attacks have a chance to freeze (Conic Dessert)
- Petrifies with a projectile (no damage) shot to your back each time you attack (Fossilized Scorpion)
- Poisons enemies that hit you, +1 Heart (First Sip of Milk)
- Petrifies all enemies nearby if you are hit (Blessing Finger)
- Petrifies all enemies on the screen if a Stone Orb breaks (Orbs: Stone Orb)
- Small Fairy, circles you and shoots a freezing spell at nearby enemies (Graceful Egg)
Note #1: Since Petrify cancels Freeze while Virtue of Patience’s effect isn’t that useful anyway, it is highly recommended to not unlock the Guard Skill.
Note #2: The second boss-fight will drag on quite a lot while the boss is slowing down. It’s bearable but very annoying. You might prefer to avoid Spider Touch because of this.
Active Items and the Blacksmith
In the blacksmiths, you can choose and upgrade active items. To unlock more Active Items, buy them in the Peculiar Rooms. ‘Try your luck’ gives you one of your unlocked Active Items, so you might prefer to not unlock some of them. I, for example, hate the Thorns Bomb, Potion, and Turret. You can have only 1 active item at a time and they have a cooldown that limits their effectiveness.
The Bear Trap deals slightly more damage than your attacks and has the ability to inflict slow damage. The damage is static though (passive items have no effect) and some enemies (including bosses) ignore the traps. The Sticky Web reduces the movement of enemies, poisons them, and completely stops slowing enemies (they still attack). The Web is ignored only by a very few enemies and also has a very short cooldown. It’s my favorite.
The Freezing Bomb (~12s CD) freezes enemies (and you, if you are hit) in a small area for 6s. The Thorns Bomb (~8s CD) shoots poisonous thorns that also deal a bit of damage either to close enemies or, if no enemies are close, in all directions. They will hit you as well. It also gives you immunity from pneumonia. Aiming at bombs is a bit tricky since you also have to adjust the range.
The Health Potion heals 2 hearts up to three times. It refills in Peculiar Rooms and you can also buy one for 1 coin to heal yourself and then change back to your previous item. The Amulet of Invulnerability makes you invulnerable for 3s with a 15s cooldown. The Revenge Ring doubles damage, attack speed, and the damage you take from the Warrior. It also removes the small pause after the 3rd attack.
The turret is my least favorite active item because it fires arrows at your enemies, but some of them are ignored, the arrows miss fast-moving targets, and the arrows will damage you if you stand between the turret and an enemy.
The Dead Eye (15s CD) allows the Hunter to slow down time for 5s to shoot three arrows instantly in three directions marked during these 5s. You also can shoot the 4th arrow directly afterward. Trigger Happy (15s CD) allows the Guard to shoot multiple arrows for 4s.
Peculiar Rooms and Altar Rooms
You can buy passive items with coins in Peculiar Rooms, and the price increases each time you run.3 items are randomly generated. You can choose one of them and there is a chance for the Gambler’s Hand to appear, which has no effect on its own, but it will generate 3 new Passive Items for free after taking it.
There are up to three small tables where you can buy meat, orbs, or active items. Purchasing an Active Item costs 5 coins while purchasing a Trap, Potion, or Web costs less. After purchasing another item, you can also reequip your original active item for free. There is also a bed you can use to save and pause your current run. Sometimes there are spikes that grant a coin if you are damaged by them (damaged orbs don’t count).
After you progress far enough in the game (? ), you have the chance to encounter the Altar Rooms. When you step on spikes in there, 3-4 waves of enemies are summoned if your health is reduced to 1 heart or less, including orbs. If you survive, you can bind a single passive item that you currently have to your current character. Binding another item to the same character will replace your previous item and won’t add another one.
Note #1: If you bind a Passive Item that reduces or increases your heart count, this part of the item’s effect is ignored if you ‘try your luck. ‘Judgement Nail, for example, increases your damage but you have -1 hearts, but with ‘Try your luck’, only the damage is increased.
Note #2: The Passive Item Heartless revives you with a full heart on death and then vanishes, but the item will be given to you at the entrance of every floor if it is bound to you.
Orbs can be purchased in Peculiar Rooms or obtained through passive items and skills. Each orb counts as a heart, but even if you only take half a heart of damage, the full orb still breaks. Armor Orbs are the exception to that and will absorb a single package of damage of any value. The Stone Orbs will petrify enemies around you, and if they break, the Glass Orbs will do nothing.
There is a rare chance for a Skull Orb (?) to appear. If that one breaks, the enemy that damaged you will die, even if it was a boss.
- 1 Armor Orb (2 coins)
- 1 Armor Orb at the entrance of every floor (Plate Armor)
- 1 Armor Orb after killing 3 enemies without taking any hits (Clever Metal Ram)
- 1 Armor Orb after defending at the last moment or hitting a lever (Warrior Skill: Steel Reflexes)
- 1 Stone Orb (12 coins)
- 1 Stone Orb after killing 3 enemies without taking any hits if you have none (Clever Stone Ram)
- 4 Glass Orbs (2 coins)
- 4 Glass Orbs at the entrance of every floor (Rogue’s Cape)
- 1 Skull Orb (2 coins)
Note #1: To unlock the Naturalist, you need a Skull Orb and one will appear in the Wolfsbane Woods on each run until you unlock the Naturalist. You may decide to just ignore the naturalist to get one Skull Orb on each run.
Note #2: The Clever Metal Ram and Steel Reflexes will only give you an Armor Orb while you have none and the Rogues’ Cape will not increase the number of Glass Orbs if you buy additional Glass Orbs with coins.
Other Passive Items
I did organize them by effect, sometimes twice, and the ones mentioned above are not included here. I recommend Boots of Haste, Mettle Crystal, Thief’s Dagger (for the Warrior), Delusion of Life/Judgment Jail, Sharp Feather, and Twin Leaf Sprout as the items bound to your character.
- Attack Speed up (Right Glove)
- Attack Speed up, Movement Speed up (Boots of Haste)
- Attack Speedway up, Damage a bit down (Big Sip of Coffee)
- Doubles Attack Speed when you are hitting enemies without missing (Precise Strike)
Coins, Food, and Runes
- Coins Luck up (Goblin Ear)
- Meat collected with full Health gives you Coins (Gourmet Knife)
- Meat collected with full Health gives you a Rune (Gourmet Spoon)
- Food Luck up, +1 Heart (Gourmet Fork)
- One free Food on each exit room (Lunch Bundle)
- Meat heals 1 Heart (Enemy drop, Peculiar Room: 1 coin)
- Meat heals 2 Hearts instead of one (Pork Head)
- Recovers 1/2 Heart after killing around 2-5 (?) enemies (Drain Bite)
- Drainer Bat, chance to Recover 1/2 Heart, see Eggs and Monsters
Note: Pork Head will not increase the healing from the Drain Bite.
- Damage up (Isaac’s Sorrow)
- Damage up (Handy Anvil)
- Damage up, enemies hit are pushed back further (Hammer Blow)
- Damage way up, Attack Speed ‘a bit’ (this is really bad!) down (Iron Fist)
- Damage way up, -1 Heart (Delusion of Life)
- Damage way up, -1 Heart (Judgement Nail)
- Damage Way up, Attack range (projectiles) is reduced to nearby (Short Term Memory)
- Doubles Damage against nearby enemies (Thief’s Dagger)
- Doubles Damage with a charged up arrow (Hunter Skill: Breath Control)
- Doubles Damage for each 3rd to 5th (?) attack with the Crossbow Guard (Charged Dart)
- +1 Heart, brief speed boost after eating (Bread)
- +1 Heart, Food Luck up (Gourmet Fork)
- +1 Heart, poisons enemies that damage you (First Sip of Milk)
- +1 Heart, chance (?) to drop coins if you take damage (Spelunker’s Eggplant)
- +2 Hearts* (Monster Meat)
- +3 Hearts, you cannot grab Meat (Scarab Relic)
Note: If you obtain Monster Meat, it deals damage equal to your heart above one, and you can use it to get coins instead by reducing your heart with the Trap in a Peculiar Room. The damage will be reduced by orbs as well.
- Short invulnerability after every roll/dash/shield (Mettle Crystal)
- Drops an Explosive Plant Pod (only one at a time) after a roll/dash/shield (Clumsy Elephant)
- Every attack also shoots a simple bolt in the same direction (Bracer of Devotion)
- Chance to shoot a fireball when attacking (Defiant Flame)
Note: The Defiant Fireball deals better static damage, while the Bracer of Devotion’s bolt deals the same damage as your attacks (I think). This means that the warrior can deal a high amount of damage with the bolts, though you can’t really aim at your attacks. The Explosive Plant Pod (Clumsy Elephant) deals with static damage as well.
Monsters and Eggs
The Small Spiders and Drainer Bats (Entangled Egg/Drainer Egg and Naturalist Skill: Friendship Hurts) attack enemies you damaged. The Drainer Bat deals a bit less damage than the spider but has the chance to heal half a heart on hit.
The Spirit Demon (Creepy Egg, -1 Heart) and the Small Fairy (Graceful Egg) circle you, shooting projectiles at enemies. In both cases, the projectiles frequently miss the target, making them ineffective. The Spirit Demon damages enemies while the Small Fairy freezes them instead. The Fairy only attacks nearby enemies as well.
The Hunter and Guard can obtain the Sharp Feather (-1 Heart, projectile Pierce). Each Twin Leaf Sprout adds an additional projectile per shot and you can get up to 2 of them.
The Curse of Reflection (also known as the Naturalist) allows your attacks to bounce into Double Damage, but it also damages you. The rush bars for the guards are doubled by Double Breath.
The Warrior can obtain the Deflective Shield (Reflecting projectiles with your Shield that deals twice your damage) and the Spiked Shield (Defending against melee attacks that twice your damage to the attacking enemies).
The Loyalty Chain enables your attack to deal damage to other enemies nearby. When you die, Heartless will bring you back to life. Human teeth cut your Active Item Cooldown in half. Rabbit’s Herb slows down enemy projectiles.
Note: I’m not sure what to say about the other classes, but the naturalist is a real annoyance. She deals with low damage and her attacks have a limited range. Biscar’s attacks, as well as your bats and spiders, appear to be static, not increasing with passive items.
Friendship Hurts can be used to summon a swarm of bats to fight for you and heal you while you dodge and avoid enemies, making Health Passive Items a viable option. However, the low damage dealt by the bats and Biscar will result in longer fights as you progress, while enemies can easily kill you due to your low health.
You can also ignore Friendship Hurts and fight like the other classes, but your low range and damage put you at a significant disadvantage, and Biscar’s damage is largely ignorable at higher levels, making the Naturalist the worst class.
And that concludes this Mana Spark guide. Do you have any suggestions to improve this guide? Please let us know by leaving a comment below. For any other concerns, please reach us using the contact details found on the contact page.