This guide details all the whips in the game.
Guide to All Whips
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Preface
- Guide was written in early Early Access. All items are subject to change.
- All whips (except the adventurers whip) have exactly one curse, which is listed at the bottom
- Getting a relic with the whip equipped that has at least the same color as the whip, removes the curse. So for a blue whip, one needs to gather a relic from either blue or red level.
- With curses cleared, some whips are objectively better than whips of easier color.
- Releasing a whip early costs 3 tokens of the whip’s color.
Green Whips
Abstract Whip
- Blessings cost 30% less (effectively you get one blessing for free, comparatively).
- Start with 2 hearts.
Adventurer Whip
- A whip with no benefits nor drawbacks.
Bamboo Whip
- Being within a meter from another phantom for 2s heals you for ½ heart.
- Buying a blessing damages you for 1 heart.
Bone Whip
- Standing in water for 2s uses 50 coins to heal ½ heart.
- Getting damaged makes you drop all your coins Sonic the Hedgehog style.
Cable Whip
- Start with 5 hearts.
- Blessings cost 30% more (effectively skipping the first blessing).
Crikey Whip
- Start with 4 hearts.
- Standing in water a few seconds causes damage.
Deluxe Whip
- Falls fast enough to require rolls no longer damage you.
- Guardians gain 2 levels per floor (up to a total of 10).
Obsidian Whip
- Coins are worth 50% more (effectively the first 2 blessings are free, comparatively).
- You only gain coins from chests you yourself open.
Blue Whips
DIY Whip
- Start at 4 hearts.
- Chests up to ~5m away are outlined through walls.
- Any chests a phantom gets to first will contain no coins.
Feather Whip
- Every coin is worth twice as much.
- All damage is doubled.
Hobby Whip
- Every blessing bought heals 1 heart (~8 total).
- Start at 1 heart.
Knight Whip
- Start at 6 hearts.
- Guardians gain 2 levels per floor (up to a total of 10).
Scale Whip
- Heal half a heart every time you enter another floor (5½ total).
- Travel speed of dart traps is significantly increased.
Wooden Whip
- Start at 4 hearts.
- Dart statues will no longer fire.
- Blessings costs 30% more (effectively skipping the first blessing).
Red Whips
Cursed Whip
- Everything deals halved damage.
- Screen goes completely black for a few seconds every 30 seconds or so.
Fire whip
- Lava no longer hurts you.
- Standing in lava for 2s uses 50 coins to heal half a heart.
- Buying a blessing damages you for 1 heart.
Ice Whip
- Start with 5 hearts.
- Sliding is significantly faster.
- All floors act as if covered by ice.
Lightning Whip
- Start with 5 hearts.
- Walking and running is significantly faster.
- Getting crushed (boulders, pyramids, etc) or taking fall damage instantly kills you.
Vine Whip
- Start with 5 hearts.
- Jump height is significantly increased.
- Darts (statues etc) instantly kill you.
Void Whip
- Guardians no longer appear.
- Start with 1 heart.
Whip Categories
All the whips can be categorized into five major categories as seen below. All whips are organized very subjectively in order of strength.
Treasure whips
- Feather whip
- Obsidian whip
- Abstract whip
- DIY whip
Heart container whips
- Cursed whip
- Knight whip
- Lightning whip
- Vine whip
- Cable Whip
- Wooden whip
- DIY whip
- Crikey whip
Healing whips
- Fire whip
- Hobby whip
- Bamboo whip
- Bone whip
- Scale whip
Trap mitigation whips
- Void whip
- Wooden whip
- Deluxe whip
Movement whips
- Lightning whip
- Vine whip
- Ice whip
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