Pickups are items which are not gear, stat upgrade scrolls, runes, or blueprints. Pickups can be collected with the Interact command while the player is close or, in the case of gems, just by walking on top of them.
All main categories of pickups are:
- Gems, worth varying amounts of gold
- Food, which heals the player
- Scrolls, which upgrade player's stats
- Cells, which allow player to upgrade mechanisms and unlock items
- Specials, which serve miscellaneous functions
- Keys, which let the player unlock doors
Gems[edit | edit source]
Gems give a significant amount of gold when collected. Gems are more valuable when appearing in harder biomes, and their value increases multiplicatively with each loot level by 40%, rounded to the nearest multiple of 5.
|Gold Tooth||A tooth worth (value) GOLD. He was asking for it...||35–265|
|Golden Arrow||A transmuted arrow worth (value) GOLD. When you care enough to shoot the very best.||35–190||
|Shiny Rock||Totally and utterly worthless. You're not gonna pick that thing up, are you?||100–540||
|Malachite||Quite common, but you shouldn't have any trouble getting (value) GOLD for it.||250–1345||
|Amethyst||This pretty stone will fetch you (value) GOLD! My precccioussss...||500–2690||
|Blue Sapphire||A magnificent stone worth (value) GOLD!||1000–5380||
|Ruby||A precious stone of truly exceptional purity that will fetch you the modest sum of (value) GOLD!||1500–8070||
|Corrupted Artifact||This is worth (value) GOLD, but if you pick it up, you'll be cursed. (20 enemies curse)||around 22000||
|Fragment of the Philosopher's Stone||You're officially the richest creature on the island. This absolutely perfect little jewel is worth 75000 GOLD!||75000||
Food[edit | edit source]
Food regenerates a fixed percentage of health when eaten (or twice as much if the Gastronomy mutation is there). There are 2 different functional types of food, each with 5 different appearances depending on the selected diet, which is altered by game settings. If untouched by the player, it will be chosen as "Carnivore".
Minor Foods[edit | edit source]
Major Foods[edit | edit source]
Major foods heal 50% of the player's maximum health normally. Major foods drop rarely from enemies and wall runes, but are most reliably obtained by purchasing them in food shops.
|Big ol' radish||Vegetarian|
Scrolls[edit | edit source]
Scrolls are items that increase the player's stats. More details on Stats page.
|Scroll of Power||Applies one scaling on 1 of 3 basic stats.||
|Assassin's Scroll||Applies one scaling between Brutality and Tactics.||
|Minotaur's Scroll||Applies one scaling between Brutality and Survival.||
|Guardian's Scroll||Applies one scaling between Tactics and Survival.||
|Epic Scrolls of Power||Applies one scaling on all of 3 basic stats.||
Cells[edit | edit source]
Cells are one of two currencies in Dead Cells, together with gold. Surviving to the end of a level lets the player spend any cells he has collected, but dying in a biome will lose them all cells.
Cells can drop from slain enemies and looted chests. Capsules of cells may also spawn within certain biomes.
Cells can be spent either at The Collector's in each transition biome, on upgrades or blueprints; or at The Blacksmith's Legendary Forge after each boss biome, to upgrade the chance of finding better quality items. These upgrades are permanent and persist through all playthroughs for that save file.
Specials[edit | edit source]
Dead Man’s Bag[edit | edit source]
A bag that spawns at the start of Prisoners' Quarters. It contains some of the gold from your last run. The value depends on your current level of Gold Reserves and anywhere above this limit is always lost.
Residual Cells[edit | edit source]
Scroll Fragments[edit | edit source]
They can be picked up from Scroll Fragments Altars, which are generated in most non-boss biomes in 3BC and above. A number of scroll fragments are also dropped by killing bosses (3BC and above). Collecting four of them allows you to upgrade one of your three stats.
Liposuction[edit | edit source]
A rare pickup that produces one extra cell on every kill for 45 seconds, even if the enemy doesn't normally drop cells. It randomly drops from enemies, but the exact chance is unknown.
Cough Syrup[edit | edit source]
Reduces Malaise infection levels by 30%. Can be bought at food shops.
Bonus Point Stars[edit | edit source]
These blue stars are found in Daily Run courses. They give a 5-point bonus for each enemy killed while the blue star effect is active (15 seconds). Finding and using these stars properly to kill as many enemies as possible while the bonus is active is key to getting high scores in daily runs.
Secret Potion of ???[edit | edit source]
Keys[edit | edit source]
Unlike most pickups, keys are not used when they are picked up. Instead, they are added to the player's inventory, so they can be used later to open their respective doors. Keys remain in the player's inventory for the rest of the run if not used on the appropriate door. Unused keys disappear upon death or at the end of a successful run.
|Gardener's Key||Promenade of the Condemned||3 Gardener Keys are required to obtain the Explosive Crossbow blueprint.
|Iron Cells Key||Prison Depths, Corrupted Prison||Dropped by enemies inside the biome. Used to open 1 of 2 cell doors at the end of the biome, which grants the player a random item. Only 1 may spawn each run.|
|Old Service Key||Ancient Sewers||3 Old Service Keys are dropped by enemies in the Ancient Sewers and are used to open any of the 8 doors at the end of the biome.
|Village Key||Stilt Village||2 Village Keys open doors further in the level. The mid-stage door can be bypassed with the Spider Rune, but the doors blocking the Clock Tower and Forgotten Sepulcher cannot be bypassed. A secret area in the village requires this key to unlock access to its prize, the blueprint for the Parry Shield.|
|Clockmaker's Key||Clock Tower||Opens the door blocking the exit to the Clock Room.|
|Bell Tower Key||Clock Tower||Drops from a Clock Tower bell when all 4 are rung in ascending order of the pitch of their ring. Opens the door blocking the blueprint for Punishment.|
|Graveyard Key||Graveyard||Opens the door leading into the underground portion of the graveyard.
Open the gates of Hell...
|Architect's Key||Graveyard (inside a wall rune)||Opens the door blocking the blueprints for Merchandise Categories and Parting Gift.|
|Crypt Key||Forgotten Sepulcher||2 Crypt Keys are found throughout the biome, each letting player progress further in the level. They are all behind Teleportation Tombs.
2 Additional keys can be found if the player does not have the Explorer's rune, which are dropped by 2 Elite Dark Trackers and used to unlock the doors leading to the rune. Once the rune is collected these keys won't appear again. It seems to be very old.
|Moonflower Key||Ramparts, Graveyard, Forgotten Sepulcher||There are 3 Moonflower Keys:
Each appears in a secret room reached with a well-hidden passage through the walls. A glimpse of the room may hint at the passage's location, which is faintly marked by vines. Inside each room is a door requiring a Gardener's Key from the Promenade of the Condemned to pick up to the Moonflower Key. Reaching all four of these locations in a single run requires having 3 active BSC and passing through the 3-cell door leading from the Ramparts to the Insufferable Crypt. If all Moonflower Keys are collected, they can access a secret room in High Peak Castle hidden in a similar way as the rooms containing the keys. The room contains the blueprint for Acceptance.
|Castle Key||High Peak Castle||There are 3 Castle Keys in High Peak Castle. They drop from the Elite enemies inside the colored doors. Only 2 are needed to proceed to the Throne Room, but the last grants access to a room where the player can find a Scroll of Power, 2 weapons, and the blueprint for the Boomerang.|
|Cavern Key||Prisoners' Quarters (inside the break in the wall at the entrance of the level)||Opens the door to the Cavern in the Graveyard.
Once unlocked, the door remains open for future runs. Otherwise, the key will continue to respawn.
|Garland Key||Cavern (in a ceiling secret space)||Gives access to a gate in one 4 BSC door, which contains the blueprint of Festive Outfit.|
|Allen Key||Astrolab||Dropped by an Elite Slammer. Used to open the door to the final section of the biome.|
|Elevator Key||Astrolab||Dropped by an Elite Failed Experiment. Opens the door to the elevator at the end of the biome.|
|Guardian's Key||Astrolab||There are two Guardian's Keys. They are dropped by two Elite Slammers at the end of the final section of the biome.|
|Apex Key||Astrolab||Found in a secret area, at the end of an obstacle course. Used to open the door to the button that lets the blueprint for Sonic Carbine drop.|
|Dilapidated Arboretum Key||Prisoners' Quarters (near entrance to Dilapidated Arboretum from the deceased Royal Gardener)||Opens the door to the Dilapidated Arboretum. Once unlocked, the door despawns from future runs, unless the player doesn't have the DLC.|
Removed Pickups[edit | edit source]
Removed Gems[edit | edit source]
|Golden Cell||A little gold cell worth (value) GOLD.||20–150||One per Cell while an amulet with the "Get gold as well as a cell" affix was worn.
With v1.9, the Update of Plenty, this affix was removed due to the economy rework, thus effectively removing this gem as well.
Removed Keys[edit | edit source]
|Fool Key||Ossuary, Ancient Sewers||Dropped from a Zombie elite and an Inquisitor elite that spawned from a Christmas present that also gave the player a 5 enemies curse.
This key was later removed from the game and was only replaced in the Ancient Sewers with the Old Service Key.
|Gold Cells Key||Prison Depths||Dropped by enemies inside the biome. Used to open a cell door at the end of the biome, which grant the player one Scroll.
With v1.5, the Corrupted Update, they were removed in place of a Cursed Chest at the beginning of this biome, which gives one Scroll of Power.
References[edit | edit source]
Gear • Biomes (Map) • Runes • Mutations • Enemies • Bosses • NPCs