Dead Cells provides players with Gear in the form of:
- Weapons, which have limited but different movesets.
- Skills, which cause a variety of effects but must cool down between uses.
- And Amulets, passive items which grant powerful offensive or defensive benefits. They can also grant points to Brutality, Tactics or Survival.
Gear items are not automatically collected — they must be picked up with the Interact key/button. Unwanted gear can usually be converted into gold if the Recycle upgrade has been unlocked.
Most Gear appears with one or more Affixes, which add effects or situational benefits. Only non-starter, Level 1 Gear, and unique talismans lack affixes. (Starter Gear always generates with the affix, "Cannot be sold.")
If you're looking for a missing item, but you have everything listed below, you might be missing the Merchandise Category upgrade from the Graveyard.
- 1 Gear Level
- 2 Gear Variants
- 3 Weapons
- 4 Skills
- 5 Removed Gear
- 6 Amulets
- 7 References
Gear Level[edit | edit source]
Gear Level is the roman numeral next to an item's name and is the base Gear Power of the item. Each biome has a base Gear Level value, which is the minimum level an item can be on any given biome. A table can be found below with each biome's base Gear Level.
|Promenade of the Condemned||2|
|Morass of the Banished||3|
|High Peak Castle||6|
The Gear Level of an item will increase based off the number of active Boss Cells.
Additionally, the Gear Level of an item will also be affected by where it was found in the biome.
|On the ground (including gold doors)||-|
|Dropped from boss||-|
|Dropped from normal enemy||-|
|Challenge Rift chest||+2|
|Dropped from elite||+2|
* Amulets from lore rooms currently have a bug where the difficulty bonus does not apply to them. As such, on 3 BSC and higher, they will be a lower level than any other item in the biome.
Gear Quality[edit | edit source]
Gear Quality is the term used to refer to the "upgrade level" of an item. It is displayed as a +, ++, S, or L after the roman numerals (referred to as the Gear Level). Gear Quality gives the item the following attributes:
- Gear Quality of + adds +2 to Gear Power.
- Gear Quality of ++ adds +1 to a scaling Stat, and +4 to Gear Power.
- Gear Quality of S adds +2 to one scaling stat, or +1 to both scaling stats. It also adds +6 to Gear Power.
- Gear Quality of L, gives +1 stat on 0-2 BSC, and +1 to each stat on 3-5 BSC. Additionally, the item is colorless and adds +5 to Gear Power.
Gear Power[edit | edit source]
Gear Power is the term used to refer to the "outputted level" of an item. This is a hidden value that represents the actual power of the item after taking into account its Gear Level and Gear Quality. Gear Power is calculated by taking the Gear Level of the item and adding the bonus from the Gear Quality. As an example a Heavy Crossbow IV++ has a Gear Level of 4 (as indicated by the roman numerals) and the Gear Quality of ++ adds a bonus +4 to Gear Power, resulting in a Gear Power of 8. This means the item will have a +100% damage bonus, and three affix slots.
Gear Power influences the number of affix slots on the item, and the overall damage boost it receives. A table detailing the effects of Gear Power on Weapons/Shields can be found below:
|Gear Power||Damage Bonus||Affix Slots|
Gear Power follows a pattern:
- The first boost adds an affix slot
- The second boost adds +25% damage
- The third boost adds +25% damage
- The cycle then repeats
Gear Variants[edit | edit source]
Two variants of weapons and skills can be encountered: Colorless items and Legendary items.
Colorless Items[edit | edit source]
Colorless items, which are found in Cursed Chests, scale according to your highest stat. In addition, they are dynamically scrolled. This means that if your highest stat at the time is Brutality, the colorless item is Brutality. If later on your highest stat is Tactics, your item will now scale with Tactics. For example, a Colorless Torch, which is a pure Brutality item, scales with Survival if you have higher Survival than Brutality. Colorless items are marked with a white color, rather than the colors of the base item's scaling stats. As with all ++ quality items,
Legendary Items[edit | edit source]
Legendaries are powerful variants of items, appearing as a random drop from enemies (1% and 6% for common mobs and Elites, respectively), and as rewards after beating a boss without getting hit, or from Legendary Altars.
Legendary altars have a base 2% chance of spawning per biome, increasing by 15% for each biome where an altar did not spawn, meaning that most successful runs can expect to run into at least one of them. These altars grant 66% damage reduction to nearby enemies (indicated by a shield icon above the enemy's head), and the weapon can only be removed from the shrine when all enemies with this icon have been defeated.
Legendary items always grant +1 Stat (+1 to all Stats on 3+ BSC) and cannot be upgraded, but have powerful advantages:
- Colorless — scales with your highest stat
- A specific affix (predetermined for each base item) with a 15% chance to be applied after all other affixes, ignoring the usual affix generation rules
- Cheap re-rolling cost
Legendary items are marked with a gold color, rather than the colors of the base item's scaling stats.
The item pool for Legendary items is not limited to unlocked items, but heavily skewed towards them. It therefore possible, but not likely, to get any Legendary item other than the Symmetrical Lance on a fresh save. On saves with all items unlocked, the chances of a given item appearing seems to be equal. 
Weapons[edit | edit source]
The player can only carry 2 weapons at a time. Picking up a third displays a menu that compares all three weapons, and asks the player if they want to discard a carried weapon for the new one.
All melee weapons' DPS increase based on the player's Brutality Stat, but some weapons have alternate scaling with Tactics (e.g. Assassin's Dagger and Frantic Sword) or Survival (e.g. The Nutcracker and Broad Sword), which means their DPS will scale off the higher stat between the two.
|Icon||Name||Description||Blueprint Location||Base DPS||Base Special DPS||Scaling|
|Rusty Sword||Kills things. Sometimes...||Starter weapon until Random Melee Weapon is unlocked (then found in secret tile in the starting area).||119 DPS||N/A|
|Balanced Blade||Damage increases up to +100% when you strike repeatedly. Inflicts critical hits after 10 successive hits.||Always unlocked||89 DPS||139 critical DPS
278 max DPS
|Twin Daggers||Inflicts a critical hit on the 3rd consecutive strike.
Two daggers for the price of one. Slice and dice... guaranteed to please.
|Always unlocked||238 DPS||N/A|
|Nutcracker||Inflicts a critical hit if the target is stunned, frozen or immobilized.||Always unlocked||134 DPS||333 critical DPS|
|Blood Sword||Causes bleeding (9 DPS for 6 sec).||Dropped by Zombie (100% chance)||122 DPS||9 bleeding DPS|
|Spartan Sandals||Knocks back enemies, dealing 90 extra damage if the enemy hits a wall. The final strike in the combo will knock any enemy back.
This. Is. DEAD CELLS!
|Dropped by Runner (100% chance)||21 DPS||90 bonus damage|
|Oiled Sword||Douses the enemy with flammable oil and inflict critical hits during 10 sec after hitting a enemy on fire.||Dropped by Bat (1.7% chance)||149 DPS||224 critical DPS|
|Broadsword||The second and third hits are critical.
Slow and heavy, but deliciously vicious.
|Obtained from Tutorial Knight's corpse within the Prisoners' Quarters||273 DPS||N/A|
|Assassin's Dagger||Inflicts a critical hit when you stab your enemy in the back.
Light but deadly if you know how to use it.
|Found above the starting point of the Promenade of the Condemned||100 DPS||300 critical DPS|
|Frantic Sword||Inflicts a critical hit when you have less than 50% health or more than 50% Malaise.
The weapon of choice for fighters who like to live dangerously.
|Dropped by Kamikaze (0.4% chance)||137 DPS||285 critical DPS|
|Cursed Sword||One hit and you're dead.
So you like to play hardball, do ya?
|Dropped by Conjunctivius on 3rd kill||553 DPS||N/A|
|Shovel||Knocks back enemies and bombs.
Any object can become a deadly weapon if it's moving fast enough...
|Dropped by Purulent Zombie (Graveyard) (0.4% chance)||144 DPS||N/A|
|Spite Sword||Inflict a critical hit if you took damage less than 8 sec ago, or if you're cursed.
A rusty weapon that reveals its power when things get tough.
|Dropped by Buzzcutter (0.03% chance)||131 DPS||315 critical DPS|
|Valmont's Whip||Ignores shields. Inflicts a critical hit if the tip of the whip strikes the enemy.
Popularized by the well-dressed Baron Valmont du Cul.
|Dropped by Disgusting Worm (0.4% chance)||109 DPS||305 critical DPS|
|Wrenching Whip||Ignores shields, pulls victims toward you and inflicts a critical hit on the 3rd strike.||Dropped by Pirate Captain (0.4% chance)||129 DPS||188 critical DPS|
|Impaler||Inflicts a critical hit if the target is up against a wall.||Dropped by the The Concierge on 4th kill||117 DPS||300 critical DPS|
|Sadist's Stiletto||Inflicts a critical hit if the target is bleeding or poisoned.
Hit 'em where it hurts.
|Dropped by Impaler (Enemy) (1.7% chance)||109 DPS||235 critical DPS|
|War Spear||Inflicts a critical hit when you strike several targets at the same time.
Greater range but less speed.
|Dropped by Hammer (1.7% chance)||149 DPS||306 critical DPS|
|Rapier||Inflicts a critical hit immediately after a roll or a parry.
It's all in the wrist.
|Dropped by Scorpion (0.4% chance)||106 DPS||268 critical DPS|
|Spiked Boots||Inflicts a critical hit if the kick interrupts an attack.||Dropped by Thorny (0.4% chance)||101 DPS||297 critical DPS|
|Hayabusa Boots||The last hit inflicts area-of-effect damage and pushes enemies back.||Dropped by Dark Tracker on 1 BSC (1.7% chance)||128 DPS||N/A|
|Hayabusa Gauntlets||Inflicts critical hits if the victim has less than 40% HP.
|Dropped by Lancer (0.4% chance)||124 DPS||243 critical DPS|
|Torch||Burns your enemies (15 DPS for 2.7 seconds).
Talk about mood lighting!
|Dropped by Spawner (1.7% chance)||99 DPS||15 burning DPS|
|Symmetrical Lance||Inflicts critical hits for 6 sec if you quickly kill 2 enemies with this weapon.||Dropped by The Hand of the King on 1st kill||168 DPS||251 critical DPS|
|Swift Sword||Inflicts a critical hit if you have an active speed buff.
Forget about taking your time. To get real results, strike hard and fast.
|Unlocked on 1st completed Daily Run (only one completion per day counts)||138 DPS||208 critical DPS|
|Meat Skewer||The first attack pierces the enemy. Placing you behind it. Your next attack inflict critical hits.
Now you see me, now you don't.
|Unlocked on 10th completed Daily Run (only one completion per day counts)||181 DPS||281 critical DPS|
|Giant Killer||Inflicts a critical hit if the victim is an Elite or a Boss.
The bigger they are...
|Dropped by The Giant on 1st kill||127 DPS||465 critical DPS|
|Shrapnel Axes||Metal shards burst from the axes when you strike enemies, inflicting approximately 130 damage.||Dropped by Demon (0.4% chance)||157 DPS||N/A|
|Seismic Strike||Unleashes shock waves through the ground, locking enemies in place.||Dropped by Bomber (0.4% chance)||131 DPS||N/A|
|Flawless||Inflicts critical hits if you haven't taken damage for at least 15 seconds.||Dropped by Slammer (0.4% chance)||104 DPS||270 critical DPS|
|Vorpan||Inflicts a critical hit if the enemy is facing you.
Grill. Fry. Burn. Reheat.
|Found in Shop||161 DPS||289 critical DPS|
|Tentacle||Ignore shields and project you towards the enemy and inflicts a critical hit if you attack again while bumped.
|Dropped by Conjunctivius on 1st kill||138 DPS||219 critical DPS|
|Flint||Hold the attack to inflict a critical hit and create a flaming trail.
The Concierge was always ready to give an extra hand.
|Dropped by Concierge on 1st kill||213 DPS||356 critical DPS
70 shockwave damage
|Repelling a projectile causes you to inflict critical hits for 8 seconds.
Use the force Luke...
|Dropped by Yeeter (100% chance)||145 DPS||217 critical DPS|
|Inflicts a critical hit if your previous attack was with the right/left claw.
Recovered from the stinking carcass of Mama Tick. Might come in handy.
|Dropped by Mama Tick on 1st kill||146 DPS||530 critical DPS|
|Rhythm n' Bouzouki
|The second and third attacks are critical hits if you strike at the right time.
Hey, get rhythm when you get the blues! Come on, get rhythm when you get the blues...
|Dropped by Giant Tick (100% chance)||180 DPS||415 critical DPS|
(TBS): item only available with the Bad Seed DLC
Two major classes of ranged weapons exist: bows and crossbows, which usually have limited ammunition, and spells, magic weapons which do not have ammunition. Some weapons with ammo cannot benefit from the effect of the Ammo mutation, they are denoted with † in the following table (namely Frost Blast, Hokuto's Bow, Ice Shard and Boomerang).
|Icon||Name||Description||Blueprint Location||Base DPS||Base Special Damage||Scaling|
|Beginner's Bow||Ammo: 6
Ammo comes back after enemies are killed.
The Jailer's son was getting pretty good at hunting rats with this...
|Starter bow until Random Starter Bow is purchased (found in secret tile near the place where you start afterwards)||100 DPS||N/A|
|Multiple-nocks Bow||Ammo: 18
Shoots 3 arrows at the same time.
|Always unlocked||190 DPS||N/A|
|Throwing Knife||Ammo: 8
Causes bleeding (22 DPS for 3 seconds). Automatically targets the nearest enemy.
|Always unlocked||14 DPS||22 bleeding DPS|
|Electric Whip||Automatically targets nearby enemies. When you strike an enemy nearby ennemies also takes 50% damage Ignores shields.||Always unlocked||184 DPS||235 critical DPS|
|Fire Brands||Burns enemies and the ground (19 DPS for 3 sec).
Light my fire !
|Always unlocked||8 DPS||19 burning DPS|
|Frost Blast||Ammo: 4 †
Freezes enemies in front of you. No damage if the target is already frozen.
|Always unlocked||48 DPS||N/A|
|Bow and Endless Quiver||Unlimited ammo. Last shot is a critical hit!
"You can never have too many arrows" - Legolas
|Dropped by Undead Archer (0.03% chance)||133 DPS||N/A|
|Marksman's Bow||Ammo: 6
Inflicts a critical hit at long range.
Slow, but devastating at long range. A sniper's delight.
|Found behind the Timed Door (closes after 8 minutes) before the Ossuary||50 DPS||300 critical DPS|
|Infantry Bow||Ammo: 5
Inflicts a critical hit at close range.
A bow specially designed for hand-to-hand combat.
|Dropped by Undead Archer (1.7% chance)||68 DPS||189 critical DPS|
|Quick Bow||Ammo: 15
Inflicts a critical hit if the target has 2 or more arrows stuck in its body.
Speed at the cost of precision.
|Behind the starting point in the Prisoners' Quarters, up some ledges on the wall||75 DPS||248 critical DPS|
|Ice Bow||Ammo: 4
Briefly freezes enemies.
|Dropped by Undead Archer (0.4% chance)||46 DPS||N/A|
|Heavy Crossbow||Ammo: 15
Shoots several short-range bolts at once.
A point-blank blast.
|Dropped by The Concierge on 3rd kill||280 DPS||N/A|
|Repeater Crossbow||Ammo: 30
Fires multiple bolts, periodically immobilising enemies. Inflicts critical hits on immobilised targets.
|Dropped by Dark Tracker (0.4% chance)||160 DPS||370 DPS|
|Hokuto's Bow||Ammo: 2 †
Marks the enemy, who then takes +75 DPS for 20 sec. If the enemy dies, the mark spreads.
You don't know it yet, but you're already dead.
|Dropped by Cannibal (1.7% chance)||25 DPS||75 extra DPS|
|Ice Crossbow||Ammo: 9
Tap to freeze enemies. Hold to inflict critical damage.
|Dropped by The Time Keeper on 4th kill||60 DPS||171 critical DPS|
|Explosive Crossbow||Ammo: 4
Bolts explode in the area of effect. Any enemy hit by a bolt suffers a critical wound.
|Can be found in the Promenade of the Condemned through the three locked doors||100 DPS||123 critical DPS|
|Nerves of Steel||Ammo: 4
Inflicts a critical hit if the arrow is shot at right moment.
|To the far right in the Ramparts, by jumping on top of an invisible platform. This weapon can only be unlocked under the special circumstance, that the last tower does NOT have the exit to the next stage or the secret amethyst.||50 DPS||213 critical DPS|
|Alchemic Carbine||Poisons its victims (20 DPS for 6 seconds).||In a secret room in the Ancient Sewers, through a long hole obscured by vines that can be rolled through.||18 DPS||20 poison DPS|
|Lightning Bolt||Hold to inflict critical hits.
Join the dark side.
|Dropped by Inquisitor (1.7% chance)||114 DPS||331 critical DPS|
|Fire Blast||Burns enemies and any ground in range. Inflicts critical hits when oil is present.
Toasts enemies to a rich golden brown.
|Dropped by Masker (1.7% chance)||150 DPS||196 critical DPS|
|Ice Shard||Ammo: 3 †
Slows down enemies during 3 sec. Inflicts critical hits on targets is in water or covered in oil.
|Dropped by The Time Keeper on 3rd kill||58 DPS||232 critical DPS|
|Pyrotechnics||Launches multiple flaming projectiles. Inflicts critical damage on targets covered in oil.||Dropped by Caster (1.7% chance)||102 DPS||185 critical DPS|
|Boomerang||Ammo: 1 †
Comes back to you automatically.
|Behind the third locked door in High Peak Castle (next to the exit to the Throne Room).||89 DPS||N/A|
|The Boy's Axe||Ammo: 1
Roots the victim. Inflicts 135 damage when called back to the user.
|Dropped by Ground Shaker (1.7% chance)||110 DPS||214 max DPS|
|War Javelin||Ammo: 1
Impales all enemies in its path. If they're close to a wall they take 90 extra damage. The javelin must be retrieved (if not, it comes back automatically after 10 seconds).
|At the end of an obstacle course in Cavern (next to the exit to the Guardian's Haven).||110 DPS||N/A|
|Magic Missiles||Automatically targets the nearest enemy.||Dropped by Arbiter (0.4% chance)||111 DPS||N/A|
Causes bleeding (25 DPS for 3 seconds). Deals a critical hit if the target is bleeding or poisoned.
|Dropped by Magistrate of Death (10% chance)||47 DPS||187 critical DPS
25 bleeding DPS
|Sonic Crossbow||Ammo: 20
Fires through enemies and keeps shooting when held down. Inflict critical hits to the targets behind the first enemy.
|Found at the top of the exit tower in Astrolab, requires Apex key.||136 DPS||273 critical DPS|
Inflicts a critical hit if you hit an enemy from behind.
|Dropped by Blowgunner (100% chance)||57 DPS||343 critical DPS|
†: not affected by the Ammunition mutation
(TBS): item only available with the Bad Seed DLC
Passive effects[edit | edit source]
Carrying a shield creates a force field for half a second when the player takes damage. This barrier absorbs most damage, but not damage-over-time from status effects like poison or darkness.
Since active force fields reduce the rally effect’s recovery by 65%, carrying a shield makes it more difficult to recover recently-lost health.
Active effects[edit | edit source]
Holding down a shield's assigned button holds it up after 0.37 seconds. Attacks that hit the front of the shield are reduced by the shield’s damage absorption percentage (usually 75%) before any other damage reduction effects. Shields’ block damage, listed as their non-critical damage, is also dealt to enemies using melee attacks.
Tapping a shield's assigned button instead attempts a parry. If no attacks connect within the parry window, the player cannot block or parry again for 0.6 seconds. If a non-shockwave attack hits the shield during the parry window, the attack deals no damage, you can block/parry again immediately, and additional effects occur depending on the attack:
- Melee attackers take parry damage, indicated on the shield as its critical damage value.
- Ranged attacks are reflected for 80 base damage.
- Bombs are reflected for 90 base damage.
- Explosions are absorbed without retaliation.
- Purulent Zombie eggs turn into three biting worms, which attack enemies.
Note: Attacks are also automatically parried if they land within the first 0.2 seconds of holding up the shield and the shield's button is still held.
Effect scaling[edit | edit source]
Shields’ damage usually scales with the player's Survival stat, but some also scale with Tactics or Brutality.
Damage absorbed while blocking can only be increased by the Shield Absorb affix.
|Icon||Name||Description||Blueprint Location||Block Damage||Parry Damage||Absorbed Damage||Scaling|
|Old Wooden Shield||Hold the shield up to reduce some damage. Parry at the right time to cancel all damage. Secondary weapon only.||Starter shield until Random Starter Shield is purchased. Afterwards, found in a secret tile near the start of the game.||15 damage||30 damage||75%|
|Greed Shield||A successful parry knocks out enemies' teeth (1 per enemy) and transforms arrows into gold. The value of this loot increases if you have less than 1000 gold.||Always unlocked||40 damage||80 damage||75%|
|Cudgel||Stuns blocked enemies. Stuns lasts longer if a parry is successful.||Always unlocked||20 damage||40 damage||75%|
|Rampart||Absorbs more damage. Generates a force field for 2.5 sec on a successful parry.||Dropped by Shieldbearer (0.4% chance)||20 damage||40 damage||85%|
|Bloodthirsty Shield||Blocked attacks inflict bleeding (20 DPS for 3 seconds). Effect extended to nearby enemies on a successful parry.||Dropped by Shieldbearer (0.4% chance)||15 damage (20 bleeding DPS)||30 damage (20 bleeding DPS)||75%|
|Assault Shield||Blocks attacks while charging forward.||Behind the 2-minute Timed Door in the transition before the Promenade of the Condemned||20 damage||40 damage||75%|
|Parry Shield||Cannot be held up. Blocked grenades and shots are returned with added power.||Secret area in Stilt Village||N/A||40 damage||N/A|
|Punishment||Blocked attacks inflict damage to nearby enemies. Critical damage if parry is successful.||Behind key door in the Clock Tower||50 damage||90 damage||75%|
|Knockback Shield||Blocked attacks push enemies backwards. Effect doubled on a successful parry.||Dropped by Catcher (0.4% chance)||30 damage||60 damage||75%|
|Spiked Shield||Inflicts major damage on blocked enemies.||Dropped by Cleaver (1.7% chance)||70 damage||140 damage||75%|
|Force Shield||Generates a temporary forcefield when held up. It regenerates slowly when the shield is not held up. Parries speed up the process.||Dropped by Purulent Zombie (Sewers) (0.4% chance)||40 damage||40 damage||75%|
|Front Line Shield||Melee attacks inflict 20% extra damage for 6 seconds after a successful parry.
The tears of the community are engraved upon the inside of this shield.
|Secret area in Ancient Sewers||25 damage||50 damage||75%|
|Thunder Shield||Inflicts 65 electric DPS when held up or all around you for 8 seconds after a successfull parry. Holding it up again will discharge it completely, stunning nearby enemies.||Dropped by Defender (100% chance)||40 damage||50%|
|Ice Shield||Parrying an attack freezes nearby enemies. Reflected projectiles freeze enemies they hit.||Dropped by Shieldbearer (10% chance)||20 damage||40 damage||75%|
Skills[edit | edit source]
Skills are secondary abilities that can be used in combat. The player never starts with skills and must find them throughout the run.
The player has two skill slots. Upon picking up a third skill, a menu which compares all three appears, allowing the player to choose which of the three skills to discard.
Equipped skills can be swapped with each other in the pause menu with the Interact key.
Skills are roughly split into three types: traps and turrets, grenades, and miscellaneous powers.
|Icon||Name||Description||Blueprint Location||Base Damage||Base Cooldown Time||Scaling|
|Sinew Slicer||Fires saws on nearby enemies, inflicting 20 damage/s, plus 6 bleeding DPS (lasts 1.5 sec).||Always unlocked||20 DPS (10 bleeding DPS)||10 seconds|
|Wolf Trap||Launches 2 traps which immobilize enemies for 6.5 seconds. Increases all damage taken by trapped enemies by 40 DPS.||Always unlocked||40 DPS||14 seconds|
|Double Crossb-o-matic||Fires at 2 nearby enemies, each shot inflicts 45 DPS.||Dropped by Zombie (0.4% chance)||45 DPS||10 seconds|
|Heavy Turret||Fires on all nearby enemies and inflicts 110 DPS. Your own damage is increased by 15% if you are close to the turret.||Dropped by Slasher (0.4% chance)||110 DPS||12 seconds|
|Barnacle||Fires rapidly on enemies passing below inflicting 52 DPS. You need to be close by for this to work. Lasts 9 sec.||Dropped by Thorny (1.7% chance)||52 DPS||10 seconds|
|Flamethrower Turret||Burns nearby enemies for 2 seconds (18 DPS).||Dropped by Shocker (0.4% chance)||18 burning DPS||6 seconds|
|Cleaver||Inflicts 50 DPS and bleeding (6 DPS for 1.8 sec) to enemies walking on it.||Dropped by Runner (1.7% chance)||50 DPS (6 bleeding DPS)||10 seconds|
|Crusher||Violently crushes enemies in its area of effect (200 damage).||Dropped by Lacerator (0.4% chance)||200 damage||14 seconds|
|Explosive Decoy||You disappear for 2.5 seconds and leave a lure in your place which attracts all nearby enemies. Explodes after 2.5 seconds (110 damage).||Dropped by Protector (0.4% chance)||110 damage||20 seconds|
|The Night Light||Deploys a lantern that grants light which diminishes after a while.||Skill cannot be unlocked - it only appears at the start of the Forgotten Sepulcher||N/A||120 seconds||Yes|
|Icon||Name||Description||Blueprint Location||Base Damage||Base Cooldown Time||Damage reduction||Scaling|
|Infantry Grenade||Quick to use, but not super powerful.||Always unlocked||70 damage||4 seconds||No|
|Powerful Grenade||Causes a large explosion.||Dropped by Bombardier (1.7% chance)||200 damage||13 seconds||No|
|Cluster Grenade||Explodes into 6 mini bombs inflicting 50 damage each||Dropped by Slasher (1.7% chance)||50 damage/bomb||20 seconds||No|
|Ice Grenade||Explodes, freezing nearby enemies for 5 seconds and inflicting 35 damage.||Always unlocked||35 damage||18 seconds||Yes|
|Fire Grenade||Inflicts 12 damage and burns nearby enemies for 3 seconds (25 DPS).||Dropped by Grenadier (1.7% chance)||12 damage (25 burning DPS)||13 seconds||No|
|Magnetic Grenade||Attracts anything close to it and deals 12 DPS (lasts 5.5 sec).||Dropped by Grenadier (0.4% chance)||12 DPS||16 seconds||No|
|Stun Grenade||Inflicts 30 damage and stuns nearby enemies for 2,5 seconds.||Found in the Ramparts||30 damage||18 seconds||Yes|
|Root Grenade||Immobilizes all nearby enemies for 3 seconds and inflicts 30 DPS while they are trapped.||Behind Timed Door in the Collector's Room after the Black Bridge (closes after 15 minutes)||30 DPS||16 seconds||No|
|Oil Grenade||Inflicts 60 damage and covers nearby enemies with flammable oil.||Dropped by Hammer (0.4% chance)||60 damage||10 seconds||No|
|Swarm||Summons 4 biters to serve you for 30 seconds (cumulative up to 8 max).||Dropped by Disgusting Worm (0.4% chance)||Not displayed||0.8 second||No|
|Hunter's Grenade||Throw this grenade at a monster to aggravate it a little. Beat it down to 40% health or less, then use the Blueprint Extractor on the monster to obtain a blueprint from it
Catch 'em all!
|Unlocked at the Collector, through the Specialist's Showroom upgrade.
Afterwards spawns behind golden door (which requires 7500 gold to unlock on base difficulty) within Specialist's Shop in Prisoners' Quarters.
|Icon||Name||Description||Blueprint Location||Base Damage||Base Cooldown Time||Damage reduction||Scaling|
|Death Orb||Summons a slow moving but devastating orb of energy (50 damage and 125 DPS, lasts for 12 sec).||Dropped by Cleaver (0.4% chance)||50 damage on hit and 125 DPS||20 seconds||No|
|Tornado||Inflicts 80 DPS to all enemies caught inside. Changes direction when it hits a wall. Lasts for 10 sec.||Dropped by Guardian Knight (0.4% chance)||80 DPS||24 seconds||No|
|Knife Dance||Launches a storm of knives around you which cause bleeding (40 DPS for 4 sec).||Dropped by Bat (0.4% chance)||5 damage on hit and 40 bleeding DPS per effect||16 seconds||No|
|Corrupted Power||Your attacks deal an additional 50 DPS for 8 seconds. You also take +30% extra damage during this period.||Dropped by Protector (0.4% chance)||50 DPS||16 seconds||No|
|Vampirism||Nearby enemies bleed (40 DPS for 20 sec) and drop a healing item (heals 5% HP).||Dropped by Inquisitor (0.4% chance)||40 bleeding DPS||N/A||Yes|
|Tonic||Heals 4% HP and completely protects you for 3 seconds. Must be recharged after use.||Always unlocked||10 damage
Heal 4% of HP
|Grappling Hook||Pulls an enemy to you. The next attack on this enemy inflicts +40% damage and stuns for 1 sec.
Yes, just like Scorpion...
|Dropped by Catcher (0.4% chance)||40% damage||3 seconds||No|
|Phaser||Teleports you behind the enemy. The next attack inflicts +70 damage.||Dropped by Runner (0.4% chance)||70 damage||2 seconds||No|
|Corrosive Cloud||Creates a toxic cloud that lasts 15 sec, inflicting bleed and poison damage (8 DPS for 2 sec).||Dropped by Purulent Zombie (Graveyard) (0.4% chance)||8 bleed/poison DPS||20 seconds||No|
|Lacerating Aura||Inflicts 85 DPS to nearby targets (lasts 4 sec).||Unlocked on 5th completed Daily Run (only one completion per day counts)||85 DPS||12 seconds||No|
|Wave of Denial||Repels all nearby enemies back and inflicts 30 damage. If the victim is thrown against a wall, it takes 90 extra damage.||Dropped by Bombardier (1.7% chance)||30 (90) damage||5 seconds||No|
|Wings of the Crow||Temporarily (4 sec) allows you to float in the air while inflicting 75 DPS to enemies below you.
|Dropped by Golem (1.7% chance)||75 DPS||24 seconds||No|
|Great Owl of War||Summon a Great Owl pet (32 DPS). Activating this skill again will anger the Great Owl (105 DPS). The Great Owl disappears if you take any damage.||Dropped by Knife Thrower (0.4% chance)||32 DPS||10 seconds||No|
|Ice Armor||Covers you in ice absorbing one attack and freezing nearby enemies with a 30 second cooldown. If you take no damage it explodes after 8 seconds or when you trigger the skill again.
So that's what they mean by "Well preserved"?
|Dropped by Ground Shaker (100% chance)||10 damage||20 seconds||Yes|
|Lightspeed||Dash forward and inflicts damage to the enemies on the way. Activate again to dash back.
Look behind you!
|Dropped by The Time Keeper on 1st kill||90 damage||7 seconds||No|
|Giant Whistle||Inflict damage to the most dangerous enemy around... most dangerous ACCORDING to the Giant.
Give me five!
|Dropped by The Giant on 3rd kill||500 damage||24 seconds||No|
|Telluric Shock||Leap in the air and violently land back on the ground to inflict damage to the enemies around.
Ready to rumble?
|Dropped by The Hand of the King on 2nd kill||150 damage||10 seconds||No|
|Collector's Syringe||Spin the syringe around you to inflict damage. Activate again to add DPS (up to 5 times) and 5 seconds, for a mere few cells.
Become the Spin Doctor.
|Dropped by The Collector (Boss) on 1st kill||40 base DPS
240 max DPS
|Releases a cloud of smoke making you invisible for 8 seconds. The first invisible attack inflicts +50% damage.||Dropped by Banished (0.4% chance)||1 damage||16 seconds||No|
|Spawns a friendly mushroom boi which charges and interrupts enemies inflicting 50 damage and 100 extra damage if the enemy hits a wall. Trigger it again to inflict 300 damage and violate your soul.||Dropped by Jerkshroom (100% chance)||50 damage on hit and 100 damage on wall hit||1 second||No|
|Blueprint Extractor||Use this on a monster transformed by the Hunter's Grenade with less than 40% health remaining||Drops nearby transformed monster after Hunter's Grenade successfuly used||N/A||N/A||N/A|
|Forgotten Map||Reveals your surroundings. Only works once.||Unlocked at The Collector's, through the Specialist's Showroom upgrade.
Afterwards spawns behind golden door (which requires 10000 gold to unlock on base difficulty) within Specialist's Shop in Prisoners' Quarters.
(TBS): item only available with the Bad Seed DLC
Removed Gear[edit | edit source]
Skills[edit | edit source]
Powers[edit | edit source]
|Icon||Name||Description||Blueprint Location||Base Damage||Base Cooldown Time||Damage reduction||Scaling||Removed In|
|Temporal Distortion||Slows down all enemies for 3.5 seconds.||Dropped by Failed Experiment (0.4% chance)||0||20 seconds||Yes||v1.2.5|
Amulets[edit | edit source]
You may only equip one amulet at a time, but their effects are powerful...
"A fine object, adroitly hidden under your clothes to make less work for the artists."
Amulets come in Ruby, Topaz, Sapphire, Golden, and Moonstone. They are most frequently acquired by defeating Elite enemies or by opening Timed or Perfect Doors. Amulets can also be found within Challenge Rift chests, on corpses, or by rummaging through loot in lore rooms. Amulets carry one or more affixes, grant damage reduction, and can give the player more Stats.
Prisoner's Collar[edit | edit source]
"Nothing worth mentioning, except maybe a vague whiff of dead rat..."
The player starts every run with the Prisoner's Collar equipped. It gives no benefits of any kind.
References[edit | edit source]
- Test done by fighting the Concierge 80 times on a fresh save and 49 times on a 100% save. probability to get a Legendary from the starter pool was 71% on a fresh save and 12% on a 100% save. The theoretical probability assuming equal chance to drop all items is 16%.
Gear • Biomes (Map) • Runes • Mutations • Enemies • Bosses • NPCs