Spawns a white poop familiar, which turns into a white poop when Isaac is hurt.
Destroys rocks upon contact with Isaac. Adds one heart container and lowers Speed.
Circle of Protection
Surrounds Isaac with a large white halo around him that pulsates. With each pulse, the halo deals contact damage to enemies equal to Isaac's damage. Each pulse also converts any enemy shots touching the ring into friendly purple homing tears.
Using an activated item while it's not charged will charge it and Sharp Plug does 2 full heart damage to Isaac.
Each time Isaac kills an enemy, Isaac's damage increases for the current room.
After Isaac takes damage, this fly will deal continuous touch damage to whatever enemy caused the damage until it is dead. The fly will then systematically attack 1 enemy at a time until the room is cleared.
All sources of damage that would cause more than one half heart of damage are reduced to one half heart instead.
Summons a familiar that copies the tears of Isaac's other familiars.
Creates a ring of light around Isaac that petrifies enemies in contact.
Isaac's tears decelerate as they travel. Upon stopping or hitting an obstacle, they burst into 8 tears in all directions. Tears can be fired into other tears to feed them, increasing their damage.
Adds 5 bombs. Isaac's bombs explode into 2-4 tiny bombs.
Activated Items can be "overcharged" to allow for an additional use.
Eye of Greed
Adds a chance to fire tears that temporarily stun enemies and turn them into gold. Any enemy killed while in this state will drop coins.
Key Piece 2
Combined with Key Piece 1, unlocks the golden gate in the starting room of The Chest and Dark Room to fight Mega Satan.
A demonic familiar that follows Isaac and shoots tears identical to Isaac's in terms of damage, range, fire rate, and effects.
Transforms Isaac's tears into a wide arc shape which gives them a much larger hitbox. Gives Isaac spectral tears which allows them to travel through objects in the environment (i.e. rocks).
Replaces Isaac's tears with eyeballs that can bounce off of each other. The eyeballs are not limited by range, and will instead dissipate when they stop moving or when hitting an enemy or obstacle.