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Dead Cells provides players with multiple 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 can grant powerful offensive or defensive benefits.

Gear items, like Pickups, are not automatically collected — they must be picked up with the Interact key. Gear can usually be recycled into gold instead if the Recycle upgrades have been unlocked.

Most Gear appear with one or more Affixes which add effects or situational benefits. Only non-starter, Level 1 Gear and unique talismans lack affixes of any kind. (Starter Gear always generates with the affix "Cannot be sold.")

If you're looking for one missing item, but you have all stuff that are listed below, you might be missing Merchandise Category general improvement (blueprint found in the Graveyard), or the Giant Killer, which is currently unobtainable.

Gear Upgrades[edit | edit source]

As of the Baguette Update, the player can spend cells at The Blacksmith's Legendary Forge to permanently upgrade all weapons and skills.

When you upgrade at the Forge, items that drop or appear in shops have a chance to be of +, ++, or S quality. The max for + quality is 100%, meaning all Gear will be at least + quality. The max for ++ quality is 60%, and S quality has the lowest maximum chance at 30%. The upgrade benefits are:

  • + quality generates the item with 2 more gear levels than usual.
  • ++ quality generates the item with 4 more gear levels than usual and give +1 to one scaling Stat.
  • S quality generates the item to generate with 6 more gear levels than usual and gives either +2 to one scaling stat or +1 to two scaling stats (only if the item's base form is two-color).

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, obtained from Cursed Chests, are always of the "++" quality and therefore come with 1 Brutality, Tactics or Survival Stats. They can be upgraded to "S" quality at the Minor Forge. What makes cursed items unique is that they are colorless, i.e. they scale on your highest stat. For instance, a colorless Torch, which is a pure Brutality item, will scale on Survival if you have more stats in Survival than Brutality. Colorless items are distinguished with a white color, rather than the colors of the base item's scaling stats.

Legendary Items[edit | edit source]

Legendaries are powerful variants of items that you can get as a random drop from mobs with a very low chance (1% and 6% for common mobs and Elites, respectively), as a reward after beating a boss without getting hit or from a Legendary altar. Mobs carrying a Legendary weapon are marked with a star above their head, in the same manner as mobs carrying a Scroll. Legendary altars have a base 2% chance of spawning per biome, which increases by 15% for each biome that didn't have one, thus ensuring you find a Legendary altar in most of your runs. These altars hold a legendary item and project an AoE aura that gives the enemies around it extra defense (66% damage reduction); those enemies need to be killed before you can grab the item, making it a high risk/reward situation. Legendary items always grant +1 Stat and cannot be upgraded but are Colorless and therefore scale with your highest stat. Furthermore, they possess unique powerful affixes, and re-rolling their affixes at the Minor Forge is much cheaper making it easier to build synergies.

  • Colorless (scales with your highest stat)
  • A specific affix (predetermined for each base item) which has a 15% chance to be applied after all other affixes have been generated, ignoring the usual affix generation rules
  • Cheap re-rolling cost

Legendary items are distinguished 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 is possible to get any Legendary item except Symmetrical Lance on a fresh save, however it will be much more likely to get an item from the starter pool. On a save with all items unlocked, the chances of getting any item seem to be equal.[1]

Weapons[edit | edit source]

The player can only carry two weapons at a time. Picking up a third weapon will show a menu that compares all three weapons and asks the player if they want to discard a carried weapon for the new weapon.

Melee Weapons[edit | edit source]

All melee weapons' DPS increase based on the player's Strength Stat.png Brutality Stat, but some weapons have alternate scaling with Skill Stat.png Tactics (e.g. Cursed Sword and Frantic Sword) or Health Stat.png 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 Damage Base Special Damage Scaling
Rusty Sword Icon.png
Rusty Sword Kills things. Sometimes... Starter weapon until Random Melee Weapon is purchased (found in secret tile near the place where you start afterwards) 119 damage/s N/A Brutality
Balanced Blade Icon.png
Balanced Blade Carefully balanced to allow consecutive rapid strikes. Always unlocked 127 damage/s N/A Brutality
Spite Sword Icon.png
Spite Sword Inflict a critical hit if you took damage less than 8 sec ago, or if you're cursed. Dropped by Buzzcutter (0.03% chance) 131 damage/s 315 critical damage/s Brutality
Assassin's Dagger Icon.png
Assassin's Dagger Inflicts a CRITICAL BLOW when you backstab your enemies.

Small, but deadly if you know where to stick it.

Found above the starting point of the Promenade of the Condemned 100 damage/s 300 critical damage/s Brutality
Blood Sword Icon.png
Blood Sword Causes bleeding (x damage/s). Dropped by Zombie (100% chance) 109 damage/s 9 bleeding damage/s Brutality
Twin Daggers Icon.png
Twin Daggers Inflicts a CRITICAL BLOW on the third consecutive strike.

Two knives for the price of one, more violence for your dollar!

Always unlocked 201 damage/s Brutality
Broadsword Icon.png
Broadsword The second and third hits are critical.

Slow and heavy, but looks badass. The best way to compensate.

Obtained from Tutorial Knight's corpse within the Prisoners' Quarters 273 damage/s Brutality/Survival
Shovel Icon.png
Shovel Flings enemies and bombs backwards.

Any object is a deadly weapon if you apply enough velocity.

Dropped by Purulent Zombie (Graveyard) (0.4% chance) 144 damage/s N/A Brutality/Survival
Cursed Sword Icon.png
Cursed Sword If you're hit, you're dead.

So you like to play hardball, do ya?

Dropped by Conjunctivius on first kill 407 damage/s N/A Brutality/Tactics
Sadist's Stiletto Icon.png
Sadist's Stiletto Inflicts a CRITICAL BLOW if the victim is bleeding or poisoned.

Turn the knife...

Dropped by Spiker (1.7% chance) 109 damage/s 191 critical damage/s Brutality
Swift Sword Icon.png
Swift Sword Inflicts a CRITICAL BLOW if you are currently benefiting from accelerated movement.

Take your time? Pft, what a joke. Hit hard and fast! Now there's a recipe for victory...

Unlocked on 1st completed Daily Run (only one completion per day counts) 112 damage/s 171 critical damage/s Brutality
War Spear Icon.png
War Spear Inflicts a CRITICAL HIT when you strike several enemies.

Trade some speed for range.

Dropped by Hammer (1.7% chance) 149 damage/s 306 critical damage/s Brutality/Survival
Impaler Icon.png
Impaler Inflicts a CRITICAL BLOW when enemies are up against a wall. Dropped by the The Concierge on second kill 117 damage/s 300 critical damage/s Brutality
Symmetrical Lance Icon.png
Symmetrical Lance If you quickly kill 2 enemies with this weapon, it will deal CRITICAL BLOWS for 6 sec. Dropped by The Hand of the King on first kill 168 damage/s 251 critical damage/s Brutality/Survival
Rapier Icon.png
Rapier Inflicts a CRITICAL HIT immediately after rolling.

It's all in the wrist...

Dropped by Scorpion (0.4% chance) 106 damage/s 268 critical damage/s Brutality
Meat Skewer Icon.png
Meat Skewer Double thrust followed by a forward thrust which allows you to pass through units.

Now you see me, now you don't!

Unlocked on 10th completed Daily Run (only one completion per day counts) 139 damage/s N/A Brutality
Nutcracker Icon.png
Nutcracker Inflicts a critical hit if the target is stunned, frozen or immobilized. Always unlocked 134 damage/s 297 damage/s Brutality/Survival
Spartan Sandals Icon.png
Spartan Sandals Knocks back enemies, dealing x extra damage if the enemy hits a wall. The final strike in the combo will knock any enemy back.


Dropped by Runner (100% chance) 21 damage/s 90 damage bonus Brutality
Spiked Boots Icon.png
Spiked Boots Inflicts a CRITICAL BLOW if the kick interrupts an attack. Dropped by Thorny (0.4% chance) 101 damage/s 297 critical damage/s Brutality
Hayabusa Boots Icon.png
Hayabusa Boots The last hit inflicts area damage and kicks enemies backward. Found at the end of the Forgotten Sepulcher 128 damage/s N/A Brutality
Hayabusa Gauntlets Icon.png
Hayabusa Gauntlets The 5th hit is always a CRITICAL BLOW Dropped by Lancer (0.4% chance) 128 damage/s 173 critical damage/s Brutality
Valmont's Whip Icon.png
Valmont's Whip Ignores shields and deals a CRITICAL HIT when striking at maximum range.

Deadly when in the right hands...

Dropped by Disgusting Worm (0.4% chance) 53 damage/s 320 critical damage/s Brutality/Survival
Wrenching Whip Icon.png
Wrenching Whip Ignores shields, pulls victims towards you and kicks them on the third strike, dealing a CRITICAL BLOW. Dropped by Pirate Captain (0.4% chance) 129 damage/s 187 critical damage/s Brutality
Oiled Sword Icon.png
Oiled Sword Covers enemies with flammable oil. Dropped by Bat (1.7% chance) 149 damage/s N/A Brutality
Torch Icon.png
Torch Ignites your enemies and inflicts x damage/sec for 2.7 seconds Dropped by Spawner (1.7% chance) 99 damage/s 15 burning damage/s Brutality
Frantic Sword Icon.png
Frantic Sword Inflicts a CRITICAL BLOW when you're below 50% health. Dropped by Kamikaze (0.4% chance) 137 damage/s 285 critical damage/s Brutality/Tactics
Giant Killer Icon.png
Giant Killer Inflicts a CRITICAL BLOW if the victim is an Elite or a Boss Currently only available in the Daily Run mode 150 damage/s 262 critical damage/s Brutality/Survival

Ranged Weapons[edit | edit source]

All ranged weapons scale with Skill Stat.png Tactics, but some of them can also scale with Strength Stat.png Brutality (some ranged weapons designed to be used in close combat) or Health Stat.png Survival (some slow, heavy-hitting ranged weapons).

Two major classes of ranged weapons exist: bows and crossbows, which usually have limited ammunition, and spells, magic weapons which do not have ammunition.

Icon Name Description Blueprint Location Base DPS Base Special Damage Scaling
Beginner's Bow.png Beginner's Bow Ammo: 6

Secondary weapon only.

You recover your arrows when you kill your victim.

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 damage/s N/A Tactics
Bow and Endless Quiver Icon.png Bow and Endless Quiver Unlimited ammo.

There is no such thing as "too many arrows" - Legolas

Dropped by Undead Archer (0.03% chance) 133 damage/s N/A Tactics
Electric Whip Icon.png Electric Whip Automatically targets the closest enemy. Ignores shields. Always unlocked 128 damage/s N/A Brutality/Tactics
Marksman's Bow Icon.png Marksman's Bow Ammo: 6

Inflicts a CRITICAL BLOW if you strike from far away.

Slow, but devastating at long range.

Found behind the Timed Gate (closes after 8 minutes) in the Ossuary 50 damage/s 300 critical damage/s Tactics/Survival
Infantry Bow Icon.png Infantry Bow Ammo: 5

Inflicts a CRITICAL BLOW when you strike at close range.

A bow designed for close combat.

Dropped by Undead Archer (1.7% chance) 68 damage/s 189 critical damage/s Brutality/Tactics
Quick Bow Icon.png Quick Bow Ammo: 10

Inflicts a CRITICAL HIT if the target has 2 or more arrows in its body.

Speed at the detriment of accuracy.

Behind the starting point in the Prisoners' Quarters, up some ledges on the wall 43 damage/s 141 critical damage/s Tactics
Ice Bow Icon.png Ice Bow Ammo: 4

Briefly freezes enemies.

Dropped by Undead Archer (0.4% chance) 46 damage/s N/A Tactics
Heavy Crossbow Icon.png Heavy Crossbow Ammo: 15

Shoots multiple bolts at once.

For short range bloodshed.

Dropped by The Concierge on first kill 280 damage/s N/A Tactics/Survival
Repeater Crossbow Icon.png Repeater Crossbow Ammo: 30

Fires multiple bolts, periodically immobilising enemies. Inflicts critical hits on immobilised targets.

Dropped by Dark Tracker (0.4% chance) 71 damage/s 123 damage/s Tactics/Survival
Throwing Knife Icon.png Throwing Knife Ammo: 8

Causes bleeding (x damage/s for 2 seconds). The attack automatically targets the closest enemy.

Always unlocked 14 damage/s 20 bleeding damage/s Tactics
Fire Brands Icon.png Fire Brands Ignites the ground and your enemies inflicting x damage/sec for 3 seconds. Always unlocked 8 damage/s 19 burning damage/s Brutality/Tactics
Multiple-nocks Bow Icon.png
Multiple-nocks Bow Ammo: 12

Shoots 3 arrows at the same time.

Always unlocked 121 damage/s N/A Tactics
Hokuto's Bow Icon.png
Hokuto's Bow Ammo: 2

Marks an enemy for 20 seconds. The enemy takes around x extra DPS while it's marked. If they die the mark spreads to nearby enemies.

You don't know it yet, but you're already dead.

Dropped by Cannibal (1.7% chance) 25 damage/s 75 extra damage/s Brutality/Tactics
Ice Crossbow Icon.png
Ice Crossbow Ammo: 9

A rapid shot freezes enemies. A charged shot inflicts heavy CRITICAL DAMAGE.

Dropped by The Time Keeper after second kill 60 damage/s 171 critical damage/s Tactics
Explosive Crossbow Icon.png
Explosive Crossbow Fires explosive bolts that deal area damage. A direct hit on an enemy inflicts a CRITICAL BLOW. Can be found in the Promenade of the Condemned through the three locked doors 85 damage/s 169 critical damage/s Tactics/Survival
Boomerang Icon.png
Boomerang Ammo: 1

Automatically comes back to you.

Behind the third locked door in High Peak Castle (next to the exit to the Throne Room).

Requires the Spider Rune or an amulet with two extra air jumps to reach the Blueprint.

89 damage/s N/A Tactics/Survival
Nerves of Steel Icon.png
Nerves of Steel Ammo: 6

Inflicts a CRITICAL BLOW if you fire your arrow at the 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. 56 damage/s 229 critical damage/s Tactics/Survival
Alchemic Carbine Icon.png
Alchemic Carbine Poisons the victim and inflicts x damage/sec for 6 seconds. In a secret room in the Ancient Sewers, through a long hole obscured by vines that can be rolled through. 18 damage/s 20 poison damage/s Brutality/Tactics
Lightning Bolt Icon.png
Lightning Bolt Continuously casting deals critical hits. But be wary of too much power...

Join the dark side.

Dropped by Inquisitor (1.7% chance) 122 damage/s 277 critical damage/s Tactics/Survival
Fire Blast icon.png
Fire Blast Burns enemies and ground in range. Inflicts critical hits when oil is present.

Rare, medium or well-done?

Dropped by Masker (1.7% chance) 150 damage/s 196 damage/s Brutality/Tactics
Frost Blast Icon.png
Frost Blast Ammo: 4

Freezes enemies hit by the blast. Does not damage enemies which are already frozen.

Always unlocked 48 damage/s N/A Tactics
Ice Shard Icon.png
Ice Shard Slows down enemies (3 sec). Inflicts CRITICAL DAMAGE when an enemy is in water or covered in oil. Dropped by The Time Keeper on first kill 61 damage/s 244 critical damage/s Brutality/Tactics
Pyrotechincs Icon.png
Pyrotechnics Launches several flaming projectiles. Inflicts CRITICAL DAMAGE on enemies covered with oil. Dropped by Caster (1.7% chance) 115 damage/s 205 critical damage/s Tactics

Shields[edit | edit source]

Shields are a special sub-class of weapons which focus on protecting the player from damage rather than killing enemies.

Passive effects[edit | edit source]

Carrying a shield causes a force field to be granted for 0.5 seconds whenever the player takes damage. This barrier absorbs most types of damage while active (the exception is damage-over-time from status effects such as poison and darkness); however, force fields, both from shields and from other sources, reduce rally effect health gain by 65% while active, making it more difficult to recover recently-lost health before the rally effect expires.

Active effects[edit | edit source]

Holding a shield's assigned button deploys it in front of the player, usually after a 0.37-second windup (the Front Line Shield instead has a 0.1-second windup). Attacks originating from in front of the shield which hit the player are reduced by the percentage specified on the shield (usually 75%) before being further reduced by other damage-reducing effects, and block damage, listed as non-critical damage, is dealt to enemies using melee attacks.

Tapping a shield's assigned button instead causes the player to attempt a parry with the shield. If no attacks arrive within the parry window, the player loses the ability to block or parry again for 0.6 seconds. However, if a non-shockwave attack or a bomb comes into contact with the shield during the parry window, any damage from the attack is nullified completely, the ability to parry subsequent attacks is preserved, and additional effects occur depending on the nature of the attack:

  • Melee attackers take parry damage (indicated on the shield as a critical damage value).
  • Ranged attacks are absorbed, then shot out as a forward arrow (like those produced by the Front Arrow affix) which deals 80 base damage.
  • Bombs are thrown forward at great speed, exploding for 90 base damage.
  • Explosions are absorbed without producing any retaliatory attacks.

Note: While using a parry-capable shield, the player will automatically parry attacks that land within the first 0.2 seconds after starting to raise the shield as long as the shield's assigned button is still being held down at the time of the attack landing.

Effect scaling[edit | edit source]

Block and parry damage outputs of shields are usually increased based on the player's Health Stat.png Survival stat. The absorbed percentage of damage while blocking, however, can only be increased by the presence of the Shield Absorb affix (7% extra absorbed damage while held up).

Icon Name Description Blueprint Location Block Damage Parry Damage Absorbed Damage Damage reduction Scaling
Old Wooden Shield Icon.png
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 (found in secret tile near the place where you start afterwards) 15 damage 30 damage 75% Yes Survival
Cudgel Icon.png
Cudgel Stuns blocked enemies. Stuns last if a parry is succesful. Always unlocked 20 damage 40 damage 75% No Survival
Punishment Icon.png
Punishment Deals damage to all nearby enemies when you block an attack. Deals CRITICAL DAMAGE when you parry. Found in room behind key door within the Clock Tower 50 damage 80 damage 75% No Tactics/Survival
Knockback Shield Icon.png
Knockback Shield Violently knocks back enemies. Double the effect if you parry correctly. Dropped by Catcher (0.4% chance) 30 damage 60 damage 75% No Tactics/Survival
Rampart Icon.png
Rampart Absorbs more damage. Generates a force field for 3 sec on a successful parry. Dropped by Shieldbearer (0.4% chance) 40 damage 80 damage 85% No Survival
Assault Shield Icon.png
Assault Shield Causes you to charge forward while blocking. Found behind the Timed Door (closes after 2 minutes) in the transition before Promenade of the Condemned 20 damage 40 damage 75% No Survival
Bloodthirsty Shield Icon.png
Bloodthirsty Shield Causes bleeding (x damage/s for 3 seconds) when you block an enemy. Bleeding affects nearby enemies if you parry. Dropped by Shieldbearer (0.03% chance) 15 damage (20 bleeding damage/s) 30 damage (20 bleeding damage/s) 75% No Survival
Greed Shield Icon.png
Greed Shield Blocks attacks and shakes out any loose gold from your enemy's teeth (once per enemy). Also transforms enemy arrows into gold. Always unlocked 40 damage 80 damage 75% No Survival
Spiked Shield Icon.png
Spiked Shield Inflicts major damage to blocked enemies. Dropped by Cleaver (1.7% chance) 70 damage 140 damage 75% No Survival
Parry Shield Icon.png
Parry Shield Cannot be held up permanently. Deflected grenades and shots are sent back with more power. Found in secret area within Stilt Village 50 damage 100 damage 75% No Tactics/Survival
Front Line Shield Icon.png
Force Shield Generates a temporary force field 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% No Survival

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. Skill damage and cooldown scale based on the player's Skill Stat.png Tactics stat, though some skills instead scale their effects with Strength Stat.png Brutality or Health Stat.png Survival.

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.

Traps & Turrets[edit | edit source]

Icon Name Description Blueprint Location Base Damage Base Cooldown Time Scaling
Double Crossb-o-matic Icon.png
Double Crossb-o-matic Fires at 2 nearby enemies, each shot inflicts x damage/s. Dropped by Zombie (0.4% chance) 45 damage/s 10 seconds Tactics
Sinew Slicer Icon.png
Sinew Slicer Fires saws on nearby enemies, inflicting x damage/s, plus y bleeding damage/s (lasts 1.5 sec). Always unlocked 20 damage/s (6 bleeding damage/s) 10 seconds Tactics
Heavy Turret Icon.png
Heavy Turret Fires on all nearby enemies and inflicts x damage/s. Your own damage is increased by 15% if you are close to the turret. Dropped by Slasher (0.4% chance) 110 damage/s 10 seconds Tactics
Barnacle Icon.png
Barnacle Fires rapidly on enemies passing below inflicting x damage/s. You need to be close by for this to work. Lasts 9 sec. Dropped by Thorny (1.7% chance) 52 damage/s 10 seconds Tactics
Flamethrower Turret Icon.png
Flamethrower Turret Burns nearby enemies for 2 seconds (x damage/s). Dropped by Shocker (0.4% chance) 18 burning damage/s 6 seconds Brutality/Tactics
Cleaver (Skill) Icon.png
Cleaver Inflicts x damage/s and bleeding (y damage/s for 1.8 sec) to enemies walking on it. Dropped by Runner (1.7% chance) 35 damage/s (6 bleeding damage/s 10 seconds Brutality/Tactics
Wolf Trap Icon.png
Wolf Trap Launches 2 traps which immobilize enemies for 6.5 seconds. Increases all damage taken by trapped enemies by x damage/s. Always unlocked 40 damage/s 14 seconds Tactics/Survival
Crusher Icon.png
Crusher Violently crushes enemies in its area of effect (x damage). Dropped by Lacerator (0.4% chance) 200 damage 14 seconds Tactics/Survival
Explosive Decoy Icon.png
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 (x damage). Dropped by Protector (0.4% chance) 110 damage 12 seconds Tactics

Grenades[edit | edit source]

Grenades are unique in that they all mainly scale with the Strength Stat.png Brutality stat, though some of them can also scale with Skill Stat.png Tactics (crowd control grenades) or Health Stat.png Survival (Powerful Grenade and Swarm). Сooldown Grenades are improved based on the player's Strength Stat.png Brutality stat.

Icon Name Description Blueprint Location Base Damage Base Cooldown Time Damage reduction Scaling
Heavy Grenade Icon.png
Powerful Grenade Causes a large explosion. Dropped by Bombardier (1.7% chance) 250 damage 13 seconds No Brutality/Survival
Infantry Grenade Icon.png
Infantry Grenade Quick to use, but not super powerful. Always unlocked 90 damage 4 seconds No Brutality
Cluster Grenade Icon.png
Cluster Grenade Explodes into 6 mini bombs inflicting x damage each Dropped by Slasher (1.7% chance) 50 damage/bomb 20 seconds No Brutality
Magnetic Grenade Icon.png
Magnetic Grenade Attracts anything close to it and deals x damage/s (lasts 5.5 sec). Dropped by Grenadier (0.4% chance) 12 damage/s 16 seconds No Brutality
Stun Grenade Icon.png
Stun Grenade Inflicts x damage and stuns nearby enemies for 2 seconds. Found in the Ramparts 20 damage 18 seconds Yes Brutality/Tactics
Ice Grenade Icon.png
Ice Grenade Explodes, freezing nearby enemies and inflicting x damage. Always unlocked 35 damage 18 seconds Yes Brutality/Tactics
Fire Grenade Icon.png
Fire Grenade Inflicts x damage and burns nearby enemies for 3 seconds (y damage/s). Dropped by Grenadier (1.7% chance) 12 damage (25 burning damage/s) 13 seconds No Brutality
Root Grenade Icon.png
Root Grenade Immobilizes all nearby enemies for 3 seconds and inflicts x damage/s while they are trapped. Behind Timed Door in the Collector's Room after the Black Bridge (closes after 15 minutes) 30 damage/s 16 seconds No Brutality/Tactics
Oil Grenade Icon.png
Oil Grenade Inflicts x damage and covers nearby enemies with flammable oil. Dropped by Hammer (0.4% chance) 60 damage 10 seconds No Brutality
Swarm Icon.png
Swarm Summons 2 biters to serve you (cumulative up to 8 max). Dropped by Disgusting Worm (0.4% chance) Not displayed 0.4 second No Brutality/Survival
Hunter's Grenade Icon.png
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, 150 cells price. You need to first unlock 20 items from the Collector in order to be able to unlock it

Afterwards spawn behind golden door (which requires 7500 gold to unlock) somewhere in Prisoners' Quarters.

N/A N/A N/A Brutality (it actually deals no damage)

Powers[edit | edit source]

Icon Name Description Blueprint Location Base Damage Base Cooldown Time Damage reduction Scaling
Death Orb Icon.png
Death Orb Summons a slow moving but devastating orb of energy (x damage/s, lasts for 12 sec). Dropped by Cleaver (0.4% chance) 100 damage/s 20 seconds No Tactics
Tornado Icon.png
Tornado Inflicts x damage/s to all enemies caught inside. Changes direction when it hits a wall. Lasts for 10 sec. Dropped by Guardian Knight (0.4% chance) 80 damage/s 24 seconds No Tactics
Knife Dance Icon.png
Knife Dance Launches a storm of knives around you which cause bleeding (x DPS for 4 sec). Dropped by Bat (0.4% chance) 40 bleeding damage/s per effect 16 seconds No Brutality/Tactics
Corrupted Power Icon.png
Corrupted Power Your attacks deal an additional x damage/s for 8 seconds. You also take +30% extra damage during this period. Dropped by Protector (0.4% chance) 50 damage/s 16 seconds Yes Tactics/Survival
Vampirism Icon.png
Vampirism Nearby enemies bleed (x damage/s for 20 sec) and drop a healing item (heals 5% HP). Dropped by Inquisitor (0.4% chance) 40 bleeding damage/s N/A Yes Tactics/Survival
Tonic Icon.png
Tonic Heals x% HP and completely protects you for 3 seconds. Must be recharged after use. Always unlocked 10 damage

Heal 4% of HP

N/A Yes Tactics/Survival
Grappling Hook Icon.png
Grappling Hook Pulls an enemy to you. The next attack on this enemy inflicts +x% damage and stuns for 1 sec.

Yes, just like Scorpion...

Dropped by Catcher (0.4% chance) 40% 3 seconds No Tactics/Survival
Phaser Icon.png
Phaser Teleports you behind the enemy. The next attack inflicts +x damage. Dropped by Runner (0.4% chance) 70 damage 2 seconds No Brutality/Tactics
Corrosive Cloud Icon.png
Corrosive Cloud Creates a toxic cloud that lasts 15 sec, inflicting bleed and poison damage (x damage/s for 2 sec). Dropped by Purulent Zombie (Graveyard) (0.4% chance) 8 bleed/poison damage/s 20 seconds No Tactics
Lacerating Aura Icon.png
Lacerating Aura Inflicts x damage/s to nearby targets (lasts 4 sec). Unlocked on 5th completed Daily Run (only one completion per day counts) 85 damage/s 12 seconds No Tactics
Wave of Denial Icon.png
Wave of Denial Repels all nearby enemies back and inflicts x damage. If the victim is thrown against a wall, it takes y extra damage. Dropped by Bombardier (1.7% chance) 30 (90) damage 3 seconds No Tactics
Wings of the Crow Icon.png
Wings of the Crow Temporarily allows you to float in the air while inflicting x damage/s to enemies below you.


Dropped by Golem (1.7% chance) 75 damage/s 24 seconds No Tactics
The Night Light Icon.png
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 N/A
Blueprint Extractor Icon.png
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 Tactics (it actually deals no damage)

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, golden, ice, sapphire, or moonstone. They are most frequently acquired by defeating Elite enemies or by opening a Timed or Perfect Door. 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 (Brutality/Tactics/Survival).

As amulets are leveled items, the gear levels of Biomes affect the quantity and quality of the Affixes on the amulets found within them, as well as the number of stats and the percentage of damage reduction they grant.

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]

  1. 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%.